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Built Up's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Creativity | #1444 | 3.611 | 3.611 |
Style | #1514 | 3.639 | 3.639 |
Overall | #1604 | 3.454 | 3.454 |
Enjoyment | #2198 | 3.111 | 3.111 |
Ranked from 36 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?
You build structures to scale a mountain
Development Time
96 hours
(Optional) Please credit all assets you've used
See description for credits
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Comments
Really cool premise that has huge potential. I'm amazed you managed to pull it off though within 4 days, that's so cool. Difficulty is definitely up there, and the building wasn't wholly robust, but after a little time getting used to it I kind of forgot this was just a jam game.
P.S That jank physics was awesome :D
I appreciate the TOTK Fuse mechanic making an appearance. Great effort!
Great concept, and hard as nails lol
I did manage to send myself into orbit with the physics once by accident when 2 logs fell off a cliff and respawned around me, while trying to still be bound together lol
That's hilarious!
I might be a bit biased but that sort of physics jank is the best.
Haha, that's basically all my team's game is, physics jank
Well made game! I am sorry to say that the game repeatedly crashed for me on Firefox, but other browsers are fine... I love the style and concept and hope you expand upon this in the future. Best of luck and great work! :)
That's strange, I tested this on Firefox more than any other browser. Thanks for playing, glad you got it working regardless!
This game has really good polish! (and did you compose the music yourself? I really liked the main theme - I listened to the whole track)
Unfortunately the platforming was too hard for me. I managed level 1 but got stuck on some tough jumps on levels 2 and 3 and wasn't sure how to proceed. I did get how to move objects around and place them, and stick them together, but that just didn't seem to give me enough height.
I still give it a good rating though because that's my own skill deficiency more than anything else.
I barely know what a chord is, the credits for the music are in the game's description.
I definitely messed up the gravity on the player, that was pretty evident when this was played on stream, so the difficulty is more so my fault (which is unfortunate, since it would have been so easy to change, oh well).
In level 3, did you get stuck going up the cave to the left? Since you can essentially use the logs to build stairs and lean it against the wall.
Thanks for playing!
Haha I persisted for 10 minutes and finally managed to get up the slope. Then I saw a log cabin and loaded it all into my inventory then promptly jumped off the cliff assuming there must be more off to the left. Oops. Of course now I think that I should have gone back to the start and gone to the right but that's a risk as well and I don't really want to spend another 10 minutes doing the same challenge.
Never mind, I went back and did it properly. I got to level 4. But man, level 3 was
hardwoodhard core.My problem was, I didn't read the list of controls to learn you can rotate the logs. After reading the controls list properly I was able to go much more efficiently.
Just curious, do you scale all of your physics by delta? If not, some things may be framerate dependent.
It shouldn't be frame rate dependent. I'm pretty sure you can just set the velocity of a characterbody in godot and it'll handle all the frame rate stuff.
That was fun! Very finicky, but the item combination is extremely clever and fun to use, and the aesthetic is quite chill. I appreciate how grabbing objects makes them incorporeal and "part of inventory" rather than needing to be dragged.
The later levels are a bit unforgiving for how janky the physics are.
All-in-all, good work!
Really impressive polish, the UI, spritework, and effects felt very cohesive. I also think the level design did a good job of showcasing the core mechanic. I didn't love the character movement speed at first but after playing a bit I think it fits the game well and it feels more like a puzzle game than a platformer so I think it works. The main frustration I had was just that trying to position the logs could be really fiddly sometimes and it felt a bit difficult to snap them in the way I wanted but as you mentioned you had to mangle godots physics engine to get it working so the fiddliness is unintended.
Very cool idea, and the ambience works very well (giving off some celeste vibes). However, i had quite a bit of trouble constructing big things. My constructions kept spinning and breaking apart when i tried to select and place them, and i had to start over because they seemd to kind of aggregate in a random manner after that, which was quite frustrating. But the core concept is solid and the physics are twitchy in a cool way!
Thanks for playing!
Working with Godot's physics wasn't the easiest, this was probably a bit too ambitious for a 4 day jam as a solo dev. I put in a condition to break apart larger constructions if the velocity of each component is too high (it's a ridiculously high number, not something you'd get from just dragging it around), since the alternative is that all those parts become completely unusable. I've noticed that simple shapes and constructions work best and should be destroyed after their first use, but I agree it's not ideal since you should be able to build whatever you want. If I were to work on this outside of the jam I'd probably have to find some better way to work with Godot's physics or spend a good while writing custom physics.
Love the visual & atmosphere coming with it.
Music is perfect.
The gravity seems a bit too on the heavy side.
The jump sound gets agressive in the long run (which is kind of important to get right because you hear it a hundred times)
Good job!
Thanks for playing!
The sound effects can be toned down in the options menu if it's an issue. I'll definitely look into better sound effects going forward.
I was so frustrated at first because I didn’t know I could click, and hold to place the object wherever I wanted so I was trying to go through levels with the random positioning the object has whenever you click on it xD thats because I read instructions at the game page, not by pressing “esc” on the game.
When I understood I could move objects by clicking and dragging, was smooth sailing. This game has some really precise jumps, but you’re in luck because I love precise platformers.
I like the “skip level” option, you mentioned it on my game’s page and its indeed a realle cool feature for these types of games, very handy.
Great game overal, it could definitely use some tutorial for the mechanics, but still great game!
Thanks for playing!
I definitely agree it needed some kind of tutorial. I meant to include tutorial elements in levels 1 and 3, but ran out of time. I did at least try to design those levels to be a bit more forgiving with open spaces to experiment with the mechanics, though I'm not sure how successful I was.
Also thanks for pointing out that I missed something in the controls in the game's page. That's since been fixed.
Awesome submission and well-executed game design! I really liked the picking up and dropping objects mechanic. Also, the snowy setting was done nicely - Its been a while since I've played a game with the a snowy environment so it was a nice change of pace.
Awesome submission and well-executed game design! I really liked the picking up and dropping objects mechanic. Also, the snowy setting was done nicely - Its been a while since I've played a game with the a snowy environment so it was a nice change of pace.
The game looks very nice. When jumping, I sometimes had the feeling jumping higher and lower. The idea of moving objects is good, but it's difficult. It would be great if you could move when you pick them up.
Thanks for playing!
The difference in jump height is because your upward velocity is set to zero when you let go of the space bar or W. For the full jump, just hold the jump button until you reach the apex height.
The objects move to a predetermined position relative to the player when you click on them, but you're free to move and combine them after that. This is something I wanted to change, but ran out of time for.
The movement is brutal but that makes the game engaging, and I love the idea of being able to pick and move objects to help you platform. Good job!
I love how fast and smooth i can move! How I wish I can polish my game like this! maybe the obstacle controller can be improved in some way But I have not a idea till now.
Great job. Thanks for the inspiring journey!
Thank you!
I think you're the first person who actually liked the speed of the character. It's based on the physics in the following tutorial in case you want to replicate it at some point.
And the secret to the level of polish is unhealthy amounts of caffeine and sleep deprivation.
Oh thank you for sharing the link! Hope you had a good sleep after the jam!
Very cool physics-based puzzle, reminds of half-life 2 speedruns with boards and barrels :D
For me the crate was too small to reliably land on it, also if character fell slower, it would be much easier for me. Dragging/rotating on the other hand was too slow, I think if you just snapped object to cursor position instead of sliding it towards, it would feel already faster!
Overall great concept and execution!
Thanks for the feedback!
I could definitely speed up the objects, but I can't have them snap to the mouse position since that would probably make attaching objects together next to impossible.
Definitely agree that the character should have been slower, this is what happens when you don't have play testers.
Simple idea but it works well (even if it's going a bit too fast for me as well), but i liked it !
Nice game with simple and effective graphics, good job, definitely has a lot of potential to be continued! A special shoutout to the ability to control music and sound playback volume, a very nice QoL touch for a jam entry. Very good entry!
I concur with the previous speakers that the movement is a tad too fast, especially when constantly having to switch to the much slower paced "place the platform" mechanics. The levels could also have been a bit shorter at the beginning, it's hard to do a series of tricky jumps and then fail on a later ones, it's just not much fun to repeat stuff when you've already "solved" the puzzle aspect of it and just need to go through the motions.
Good entry right here, feels quite polished with a fully fleshed out menu system music sound effects and great visuals, everything working.
The controls were well done albeit a little uncertain at times, too aggressive for my liking but I guess it feels intentional so I'll give you that!
I found myself wanting to have a way of rotating the objects, many times I had to resort to trying to intentionally clip the object on walls so it would rotate the way I wanted.
Liked the aspect of leaving us to our own devices, after hitting an obstacle I would surprise myself with ways of solving it that I wasnt expecting.
Thanks for the feedback!
You can rotate objects with Q and E. It's easier to rotate individual objects rather than larger constructs due to issues with Godot's physics that I encountered, but it's still possible. The controls are on the game's page, and in both the pause and options menus, but I probably should have had a separate page for it in the game.
Also I can't believe you thought it was polished, two thirds of the levels were made in the last 12 hours of the jam while I was horribly sleep deprived. I'm counting that as a win!
great idea...maybe slow down the character a bit.....it's a bit hard for me
and speed up the rotating a bit....