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Jumpdie's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Creativity | #542 | 3.758 | 3.758 |
Overall | #1468 | 3.253 | 3.253 |
Presentation | #1920 | 3.182 | 3.182 |
Enjoyment | #2107 | 2.818 | 2.818 |
Ranked from 33 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 player character moves based on dice rolls
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?
Yes
We created the vast majority of the music during the game jam
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Comments
Very interesting idea
Thanks!
Clever concept! I feel like I want to have a little more variation of what I can do as a player. But for such idia maybe that's not necessary.
Great work!
Thank you! Towards the end of the jam I was looking at adding slightly different mechanics to the different levels, but sadly I didn't really have time to make sure it worked properly. It's something I might still revisit.
Impressive that it's made without an engine!
I like the feeling of freedom I get from making things from scratch. I recommend trying it, if you haven't!
Sweet game - I liked the presentation and thought the concept was pretty solid :)
I never really got an intuition of how far a jump would take me; but the restart mechanic was forgiving enough to keep it fun :)
Thanks!
My original plan was to draw the trajectory that your jump would take with the current value of the dice, but I ended up forgetting to add that. I'll experiment with that when I come back to this game, but I'm glad you enjoyed it anyway in the meantime! :)
I really appreciated the game, I think that it just need something that tell you on average how much jump roll do you need for the next platform
Thank you! I intend to try and add something that helps you estimate what you need to roll. :)
Interesting concept, definitely could use some audio tho lol
Thanks, and yeah you're right. It's on the list of things to add, after I've researched how to actually play audio in the browser!
Audio.play();
This is an AMAZINGLY original concept and i really love the simplistic art. The gameplay is actually really simple once you figure it out and it is aesthetically pleasing. Although i think you should work on polishing it a bit more. The controls feel slightly clunky and when you die there should be a message because the first time i died it didnt feel like a death and i may have embarrasingly lost 3 lives figuring out what i did wrong lol.
Huge thanks for the feedback! I'll probably revisit this later this week, and I'll definitely try to make it communicate your death better. Would you mind trying to describe in a bit more detail how the controls felt clunky, so that I can try to improve that too? I obviously played the game a lot during development and got very used to it, so I don't think I'm able to judge it as well myself. :)
well for starters when the person jumps onto a platform it immediately snaps camera to his position. This may feel a bit clunky so there are a few solutions. 1. wait a few seconds before making camera lock back onto him although may make game less fast in terms of gameplay 2. smoothly lerp camera into the player this will seem smooth but might also undermine the low res graphics. Do the same thing for when u die and also add a message or effect indicating that you have died.
Thanks a ton for taking the time to reply; I'll definitely experiment with making camera movement smoother.
+ props for doing this fun game as just a single person without an engine; the style and game mechanics made it feel like a gameboy minigames that's more strategic than you first anticipated which i think is very fitting
// i'm sure with maybe one or to collectables on the map this would be even more engaging :)
Thank you! Interestingly, the graphical style mostly grew organically from a random technical decision I made to represent every sprite as a single 64 bit integer. I guess that vaguely emulates the hardware constraints games were dealing with back in the day, which is why it's visually so reminiscent of old games.
Thanks also for the suggestion. I had some more ideas for this game that I didn't manage to get working in time for the jam deadline, as well as one or two that I came up with afterwards, so I might still revisit it later!
Really excellent, there's more strategy involved than I thought at first
Thank you so much!
Love it! Great concept great execution.
Thanks a lot!
I thought this was just pure random at first, but there's actually a good amount of strategy trying to decide between whether to go for a short or long jump. Got pretty into it. Insane you didn't use an engine, really absurd it's this good.
I really appreciate that! Writing the engine code myself is the fun part for me, and as long as you're solving fairly specific problems it's not really a ridiculous amount of work either. :)
Really cool concept, nice work!
Thank you!
Really impressive that you didn't use a game engine!
Thanks :)
If you haven't written graphical games without a premade engine before, but would like to try it, I would strongly recommend checking out the start of the Handmade Hero series by Casey Muratori.
This was a nice game
Thank you!