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A jam submission

JumpledView game page

Precision Puzzle Platformer with online leaderboards!
Submitted by Kristoff Red (@NitroGenStudios) — 2 hours, 14 minutes before the deadline
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Jumpled's itch.io page

Results

CriteriaRankScore*Raw Score
Style#924.5254.525
Overall#4363.9173.917
Enjoyment#8253.6253.625
Creativity#14643.6003.600

Ranked from 40 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 need to build the map yourself, you need to build up momentum and the player can shrink to then jump higher afterwards.

Development Time

96 hours

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Comments

Viewing comments 5 to 1 of 25 · Previous page · First page
Submitted(+1)

This is amazing! Putting leaderboards was so smart! And so gorgeous! I did sadly not realize it was online before choosing my name. I’m Penis :( Sorryyy

Submitted(+1)

Visuals are really good! There only issues I encountered was just some sub-par performance (probably because I'm playing the web build). Game feels really polished, I remember your style from a previous game jam, it was also scale related funnily enough. I'm surprised you managed to make all this in a fairly short time period. GG!

Submitted

Hey Red! Glad to see you in another jam!

You've still got that style in spades. The visuals and sound are all juicy as hell. And that helped convince me to give this game more time than I might have otherwise. 

I read your description with "this game is super mid" but don't be down on yourself. Take that out and I'm sure people will have a much better time with it! Putting that in the game page sets players up to be underwhelmed or think it's not good. But every game we make, good or bad (or even mid) helps us learn and grow as developers. You get to explore design ideas that you might otherwise think are too small or shallow, or refine your workflow, or hone your sense for your own style. 

I think the biggest part holding back this experience is the control scheme. Holding S/Down to charge separately from a jump feels awkward. I want jump to be a single button, either hold it down to charge, or just have a standard "hold to jump further" thing. The charge just didn't feel meaningful in the handful of levels I played, and was even unreliable at some points. It seemed I couldn't charge while standing on some surfaces, or only sometimes while moving. 

Building your own route and then tracking times and number of objects is really good though. I spent a ton of time on the first level just trying to get it with one object, but no dice. Showing that info up front does so much work to push the player to challenge themselves instead of just building a plain bridge. 

Congrats on finishing another jam! Keep making games!

Developer

I know the gameplay is super mediocre. It barely has anything special or unique. My goal this jam was to polish a lot to see how that affects jam scores and I think I did a pretty good job there.

I actually tried "holding space to charge up the jump" before settling on the current version. The only reason why I didn't go with that is that regular jumps felt incredibly awkward and delayed. The game is entirely beatable without this mechanic, it's just sort of an extra thing for people who want to try beating levels faster/with less objects.

Submitted(+1)

It's so satisfying completing a level, i can look past the performance issue, love it!

Developer

Most likely a webgl thing sorry.

Submitted

Interesting game! Creative gameplay. There are lots of options for completing levels.

I can see how to get to the other 10 levels, but it wasn't immediately obvious. I only found this out after completing the first level, wondering if there was more than one level and then pressing tab when it restarted. And then it's only possible to switch level when you've restarted the one you're in.

Thanks for the warning about lag spikes. Unfortunately this constituted about 30-40 seconds of unresponsiveness the first time, then 5-10 seconds on a subsequent load of the page. It also caused the entire browser to become unresponsive for a few seconds at one point during that subsequent load which was a little worrying.

I had a similar problem in my game where I wanted the level to slowly fade from blue sky/green grass to yellow/red, and I was regularly updating the world lighting every 5 seconds or so. Unfortunately this caused momentary lag spikes every few seconds, and I thought that for all I know, it might be even worse on other computers, so I completely removed the feature, taking away a lot of the atmosphere from the game.

If you make a similar game in future (or update this one) I suggest a similar approach where you disable shaders, at least by default. As the issue only occurs when first moving the ball, it seems that it's just the shaders for the sparks and trails, which add visual flair but are not 100% required to get the point across. Then if you want, you can provide the option to re-enable them in the menu. If the issue doesn't exist in the Windows build then that could have them on by default.

 I'm curious about how you did the ball rolling sound - is it just controlling the volume on a simple sound effect or is it more dynamic? And shaders - I haven't looked into Godot shaders but was there any special framework you used / assets / libraries you downloaded for the effects?

Sorry for the wall of text.

Developer

For the rolling sound I had 2 curves that adjusted its volume an pitch. I also fade-in the sound based on how long the player has been on the ground in order to avoid weird "popping" behaviour. I also added a slight reverb to make the sound end less abrubtly when leaving the ground.

For the shaders, I assume you're talking about the filter that's applied on everything. I made a video about it.

Thanks for playing! I have no intention in updating this game.

Viewing comments 5 to 1 of 25 · Previous page · First page