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No Jump's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Innovation | #57 | 4.000 | 4.000 |
Feel | #225 | 3.000 | 3.000 |
Overall | #260 | 3.200 | 3.200 |
Theme | #355 | 2.800 | 2.800 |
Aesthetics | #463 | 2.000 | 2.000 |
Ranked from 5 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your submission match the theme?
The player cannot jump and must rely on the enemies scattered throughout the level to traverse vertically. All enemies jump when one is eliminated. The player can also increase his/her downward velocity to hit multiple enemies in succesion to further boost height.
Third-party resources
Made using GameMaker:Studio ver 1.4.1763
Music generated with http://earslap.com/page/otomata.html
Contributors
Starfi71 (Me)
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Comments
Neat game! I included it in my Game Maker Toolkit’s Game Jam compilation video series, if you’d like to take a look. :)
Huh. This brings back memories of a particular flash game everyone played on their school laptops back in middle school. I do not like having to do the whole thing over again if I fail late in the game. Make the reset option only apply for the level you messed up and have a separate option to restart the whole thing. I also took a while to figure out the whole "press down to make yourself bounce higher thing". That probably should be posted more clearly on the third level where it's required to progress. The graphics, while simplistic, would probably look better with some kind of visual flair or some kind of artistic theme. I dunno, make one up! I say, work on these things and make an HTML5 version to put on browsers.
If you would like to see my submission, please check out Napalm Town: https://itch.io/jam/gmtk-jam/rate/159296
I love:
- The feeling of making multiple jumps in a single chain
- The diversity of level design ideas (though I only saw 3 levels)
I would have love if:
- The restart didn't sent back to the start of the game. When I fail at something I want to retry it immediately, not getting everything to do again. Because of this I only finished the second level once in 10 minutes to die in the third shortly after.
- The collisions weren't pixel perfect. Getting killed because your lower right angle is 1 pixel beneath the upper left angle of the ennemy is frustrating.
- Making jumps in chain was easier. In the 1st level it's often interrupted by the walls at the left of each yellow ennemies.
Funny thing, I made a game recently called One Jump, which is really similar to this, graphics and everything! This is probably better than mine, though.
It's a really interesting mechanic and level design! Congratulations!
Nice job! The mechanics were really interesting. I like how you have to fall faster to get more upward momentum.