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A jam submission

Eugene From Eugene's Celestial MeltdownView game page

A Challenging 2nd-Person Platformer Where The Player Only Jumps Where You Tell Them To - A Game For GMTK 2020 Jam
Submitted by bokoyoss (@bokoyoss) — 35 minutes, 23 seconds before the deadline
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Eugene From Eugene's Celestial Meltdown's itch.io page

Results

CriteriaRankScore*Raw Score
Originality#10213.5363.536
Overall#12073.2503.250
Presentation#13123.3753.375
Fun#14153.0543.054

Ranked from 56 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

How does your game fit the theme?
A challenging 2nd person platformer where control of the main character has been abstracted to a second character that shoots jump (and other) commands directly into the level.

Did your team create the art for this game during the 48 hour time slot?

Yes

We created all art during the game jam

Did your team create the audio for this game during the 48 hour time slot?

Yes

We created all audio during the game jam

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Comments

Viewing comments 20 to 1 of 41 · Previous page · First page
Submitted

LOL my name is Eugene. This game makes me go YES!

Submitted(+1)

That was awesome!! This game 100% needs more ratings, it was really fun, challenging and original. I loved the concept. Well done.

Submitted

It's a good concept; this is basically lemmings on crack with one lemming and one mechanic. This is definitely a good job for a 48 hour jam!

Just a couple of things ended up killing it for me though. First, the camera wibble made aiming my shots and predicting timings maybe a bit more difficult than it needed to be. It went beyond making it harder and began to feel more frustrating than challenging. Second, aiming my shots resulted in a lot of things getting in the way that I hadn't been able to consider. It's a bit of a tough design problem, because just making your shot always land where you click might remove some of the positional play you've got going for you. A good aid for the player might be introducing an aiming line that goes from the wand to the eventual target, intended or no.

A good time regardless though! Well done!

Submitted

Damnit Eugene would you spot for a moment, really cool game and really challenging, but yeah a bit to difficult at the early stages, nice use of the theme,

Submitted

I think what sells the art for me are the borders, they give me the neon vibes, which is cool. I believe the difficulty is way too high for the first levels, but overall, a good execution of the theme. The name is interesting, by the way)

Submitted

The concept of this game is Amazing! the difficulty is pretty high and i like challenges so that's fantastic!

Submitted (1 edit)

Uh, pretty difficult, and I very much don't like the idea of falling all the way down - its too "memey" to me... But overall nice, and it can be seen that when You want You can do the safezone/checkpoint places;)

I would've added a minimal border to the game - when I played in window i sometimes clicked outside of it, and well... wasn't so cool.

Erm, for some reason I don't have a sound? (EDIT: I've played something else with a controller and windows set up the sound to it lol, now it works;)) Also read what SlamBamActionman said on discord #please-read - attach properly windows game so that it can be played from itch client. No crucial of course, but may help someone.

Submitted

The concept is very nice, clever idea. But it's too fast for me, the fact that you have to restart everything if you do a single mistake and Eugene fall almost at the starting point is too frustrating for me. The idea is great, more easy levels at start would have been perfect. Nice work and charming little game.

Submitted

Wow, that was a really challenging platform game. I wish the game would ease you in a bit with a few basic levels. However I really like the game mechanic. Got the whole sequence down after few trials was such a rush of emotion. I love it!

Submitted

Nice style. Sometimes difficult to move on.

Nice job!

Submitted

The game is challenging and the mechanics are really cool. Love it!

Submitted (1 edit)

Loved the music and audio. It reminded me of old SNES and Sega console sounds. And the art is cute!

Though slightly more precision with the rainbow blocks would be more welcoming. I had a hard time hitting the block I wanted, especially when aiming at an angle. 

It was frustrating, but! Also satisfying when you pull off the right sequence of moves. I'm pretty sure I held my breath at every section, letting out a huge sigh of relief, only to become immediately tense again as I looked at what was ahead. So great job there xD

Overall, a fun and frustrating game. Very nice!

Submitted(+1)

Challenging platformer was not an understatement

Developer

Thank you very much for playing!

Submitted (1 edit)

I imagined Eugene to be Mr. Oshiro from Celeste, running around his deserted hotel. The game gets fun when you rush to a part that only minutes before you were really struggling with. However, when hitting a surface at an angle I often had a different block light up than the one that was visibly struck by the bullet. This made it near impossible to hit blocks reliably. I believe the issue is that collision is checked for the entire rectangle, rather than only the center of the bullet.

Developer(+1)

Thank you so much for playing. Celeste was definitely somewhere in the back of our minds when we were building this!

The cursor precision appears to be a consistent criticism and your feedback about the collision box is very helpful. If we ever give this a second pass, we will iron this out. 


Thank you again for playing!

Submitted

I like the lemmings style idea, but it felt really difficult with the speed of the game, and the inaccuracy of your cursor and being sent all the way back every time. I could finish it after playing it for a while and getting frustrated.

I loved the weird music and sound effects and the art was decent.

Developer

Thanks for playing and thank you for the valuable feedback.

The cursor not feeling accurate seems to be a consistent criticism. We'd love to iron this out at some point.  


We understand the frustration! we definitely took some inspiration regarding level design from "Getting Over It: With Bennet Foddy" regarding loss of progress. We hope Eugene's little quips softened those blows!|


Again, thank you very much for playing!

Submitted

Extremely well put together, difficult but very fun!

Developer

Thanks for playing!

Submitted

Awesome music and pixel art design! To improve the game, I think you can add some checkpoints (I'm bad at this game lol).

Developer(+1)

Everyone is bad at the game when they first play it! It's definitely frustrating to have Eugene fall all the way down, but we wanted to give players a sense of accomplishment when they are able to master the jumps and get Eugene right back up to where he fell from, with a little bit more confidence.

Submitted

This is very well done, but gosh I'm bad at it lol. Based off my own skill level, I would have liked some more built in check points. Just a raised block or something for Eugene to run between while I figure out the next segment. Some parts have Eugene fall pretty far back if you mess up.

That being said, it's a clever use of the theme. Eugene has some funny lines, the art and music is great, and the controls over the fairy are pretty smooth.

Great work!

Developer(+1)

Thanks! We took inspiration from games like "Getting Over It with Bennett Foddy" in terms of having the possibility of Eugene falling pretty far back down the level- hopefully his quips helped soften the blow whenever that happens.

Submitted

This is a very fun and difficult game! I really like the idea, and while I understand and enjoy the difficulty, the fact that the fairy moves around randomly, which can really mess up your shots, is infuriating. It takes the precision out of the precision platforming. Also, right before they yellow button, there was a jump that poor Eugene just couldn't seem to make. Overall, nice job!

Developer

Thanks for playing! We had a lot of back and forth about that particular jump- the key is waiting until Eugene has run a little bit on the block before turning it to a rainbow block to give him some extra distance- maybe not the most intuitive mechanic, but it can be used to make some long jumps with ol' Eugene!

Viewing comments 20 to 1 of 41 · Previous page · First page