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UnderAchiever's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Creativity | #284 | 4.125 | 4.125 |
Overall | #595 | 3.815 | 3.815 |
Enjoyment | #758 | 3.571 | 3.571 |
Presentation | #1084 | 3.750 | 3.750 |
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?
The role of achievements, usually positive, has been reversed so that they are something to be avoided at all costs.
Did your team create the vast majority of the art during the 48 hours?
Yes
We created the vast majority of the art during the game jam
Did your team create the vast majority of the music during the 48 hours?
No
We used pre-existing audio
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Comments
Great scope, very creative. I loved that there was an achievement for not killing any noombas and a real player motivation. Well done :D
Thank you! Glad you liked the way the achievements and the narrative worked together!
Great idea - an awesome interpretation of the theme! I really liked the puzzle solving elements, and the graphics and story were really well made! The platforming controls were a little "floaty" which made some of the precise jumps a bit frustrating, but overall I had a lot of fun! Great stuff!
Thanks! Glad you had fun! Yeah, apologies for the platforming physics, it’s first on our list of things to improve post-jam.
I had a blast playing this game, the characters' sound when they talk is just so funny. Great art style, nice twist. Great job!
Thank you!
Glad you like the “voice acting”! Fun fact: originally to save development time, but then because we thought it was funny, all three characters use the same voice sound but with different pitch adjustments.
The twist makes for a really nice puzzle solving system! Nice overarching story, cute graphics, and quite a nice twist on the theme!
Thank you very much!
Good ideas, but the controls feel too unresponsive. Making the movement snappier (but not too snappy!) would really help this in the long run.
The game concept is really fun! I loved that the achievements were in-world too.
Thank you! Yep, tightening up the controls is definitely a top priority for post-jam if we keep working on it!
Glad you liked the concept though!
This was good fun, while it may be a little lacking in juice and the controls are too floaty, I enjoyed the dialogue and premise enough to make up for it.
Thank you! Yep, tightening up the platforming and adding some juice/crunchiness is definitely near the top of our post-jam todo list! Glad you enjoyed it anyway!
One of the best takes on the theme for sure!
Thanks so much!
Super nice ideas that could be extended further! Very well done. I liked the little moments like when I got “pacifist” in a level and thought: “Cool, I got an achievement! … Oh…”
Haha, that celebration that is immediately replaced with “wait, crap” is exactly what we were going for with the positive sound effect on achievement get! Glad it landed!
Love the humour in this one. Man, being an under-achiever is hard work! There's a trophy for everything nowadays!
Thanks! It takes talent to be so mediocre!
The opening story is quite interesting, and the dialogue before each level sets the stage nicely. However, the platform jumping mechanics could use some polishing. Overall, it's a great game!
Thank you! Yeah, improving the platforming physics is on the top of our post-jam todo list :)
This is a great take on the theme! The pacifist achievement got me in the second level--it's a nice subversion of expectations! The platforming physics could use some polishing, but there is a lot of potential here for a wacky and unique platformer if you wanted to keep developing it after the jam!
Thank you! Yeah, the platforming was not the strongest part of the game for sure. We would like to keep working on it after the jam, and tightening up the controls and physics is definitely near the top of the to-do list :)
Super fun take on the theme. Really enjoyed playing through this one. Uncle Regibald's level was a perfect way to end it lol
Thank you! Glad you liked Uncle Regibald!
this is a great entry! the last map was kinda hard but its good! i think you could add a indicator showing how much achievement i shouldnt be getting to pass the level!
Thank you!
A maximum achievement indicator is a good idea! We hint at it with the dialogue at the beginning of some levels, but having a more explicit indicator of maximum number of achievements, with the knowledge you have built up of all the different achievements possible so far, would make the puzzles a little easier to reason about.
I liked how the game built up the achievements you could unlock and hinted at the problem of a no-damage run. The final boss fight was tense and I was able to 1 shot it, so the patterns were tuned pretty well so that you could learn it. I also appreciated that holding the jump button just before landing on the ground would let the player chain jumps.
Thanks! Yeah, building up the achievements was definitely a key idea, and we’re pretty happy with how it turned out. Well done on the final boss, and glad you found it to be well-tuned!
Our jump physics, although overall far from perfect, did have some concepts built-in to make them feel a bit better. There is a few frames of jump buffering, as you noticed, and also a few frames after running off the edge that you can still jump (“coyote time”). Glad you appreciated them!
The team definitely didn't underachieve with that game!!! Super enjoyable, love how you learn what achievements you need to avoid in the earlier levels and that stays constant in later ones too. And the final level! I don't want to give spoilers but I have no idea how you made and tested so much good content in. Great work, truly enjoyed this one.
Thanks so much! Glad you liked it! The achievements actually don’t totally stay constant, but that’s something we will fix after the jam is over, since it was what we were going for.
We’re really proud of the final level. It was an idea we had relatively early that we thought would be really funny, but we didn’t expect to have time to implement it. As for how we made and tested so much content: sleep was pretty low on the list of priorities last weekend XD
Really fun Game! Made me laugh a lot!
Thank you! Glad you liked the humor!
Awesome game, art looks cute and really liked that boss fight (kind of?) at the end, got 16 coins there lol. Very fun game great job y'all!
Thank you! Well done on the boss fight, that’s a pretty solid score!
Wow, fun and interesting concept, really liked it!
Thank you!
It's a fun concept! It took me a while to understand that the achievements are hinting me how to pass the level. I think my confusion came from some level are passible with an achievement? Is that on purpose or is that a bug?
I also liked the 8-bit animations, and the platforming physics. I read from the comments down below it's not what you wanted exactly, but I liked that the up arrow gives me a bit more wiggle room when I jump XD
Great submission!
Thank you!
We weren’t totally sure whether we should make there be some levels that you could pass even with an achievement. It wasn’t a bug, but it’s something we might change in a hypothetical future of the game. We tried to make it reasonably clear that was okay on the levels where it was with the level’s opening dialogue (“something tells me I can get at most one achievement” and “maybe if I only accomplish one of these feats it’ll be okay”), but I understand the confusion since that made the “rules” a bit inconsistent between levels.
Also, so pleased to hear you liked the platforming physics! It’s not how we wanted it to feel exactly, but it’s nice to hear it isn’t universally disliked :) It definitely plays better with a gamepad because you have more granular control, but we tried to make both control schemes reasonably acceptable.
Who would've thought being a screw up required so much conscious effort (thus assuming being a doctor is a screw up)? Both the idea and the execution are great, some hilarious moments - cmon, bullet hell achievement avoidance. Fun puzzles of course. One of the best games this jam!
Thank you so much, and glad you found the bullet hell idea as hilarious as we did :)