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A jam submission

Teruteru AscendView game page

Teruteru bozu, swim to the heavens.
Submitted by melon (@melonboyoyo), pc (@minuspc)
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Teruteru Ascend's itch.io page

Results

CriteriaRankScore*Raw Score
Originality#24.3504.350
Audio#34.1504.150
Theme#74.1004.100
Overall#113.5643.564
Fun#143.4003.400
Graphics#213.6003.600
Controls#412.7502.750
Accessibility#432.6002.600

Ranked from 20 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Godot Version
4.0.3stable

Wildcards Used
Windy

Game Description
A floaty fun platformer where your goal is to reach the Teruteru bozu God to make it stop raining! Click space to boost out of the droplets with good timing and use X to do schwoosh in the air to save a dire situation. By GoFrog Games

How does your game tie into the theme?
Rain is the theme. You climb the rain droplets in the game to ascend.

Source(s)
N/A

Discord Username(s)
melonboy and pckv

Participation Level (GWJ Only)
2

My game has an export for Linux, Windows, & Mac and/or is playable through HTML5

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Comments

Submitted(+2)

This game is such a mood. The feeling after beating the first segment was a wonderful high! Nice job, and the audio details were *chefs kiss*

Submitted (1 edit) (+2)

Wanted to get good at the game, as it looks nice and could see it being a lot of fun if you overcame the obstacle and could soar expertly up through the air, but unfortunately I ultimately gave up. Perhaps a visual gauge for when to press Space leaving the raindrop, for those of us who are a bit timing challenged? ;)

Edit: I initially couldn't download the Windows version, as you suggested, because I was using Firefox. Could download with Chrome. In case anyone else ran into that issue.

Using the Windows version I got a bit higher with the smoother framerate, but still not great at timing the Space button. Could probably get there with enough practice.

Submitted(+2)

I really enjoyed the atmosphere and aesthetics of your game, the soundtrack was incredible!

The mechanics were quite simple, but it took me some time to become good enough at them, in the end it was worth it. I found the whole journey emotionally impactful, it was so great to return back to land, while seeing all the obstacles you’ve overcome.

There was a difficulty spike in the middle, when the first storm section started. This one section felt to me more difficult compared to the ones that came both before and after it.

Submitted(+2)

Wow, this is an incredible game you've managed to create during only 9 days. The movement through the rain drops work very well, and it just makes fun to try to catch the next one. I understand the difficulty issues of the other players, but for me the challenge was part of the fun because I realized pretty soon that it would work out after a bit of practise.
In contrast to the suggested solution, I felt like flying against the wind was more effective for me, since it was easier to hit the next rain drop.
Last but not least, the visuals and audio fit very well to the game, too. Good job on this entry!

Submitted(+2)

I loved this! *-*

The idea of climbing the rain droplets as they fall is something that exists in the common imagination, but I've never seen a game offering the same experience. And that fits so perfectly with the theme! Incredible work of game design, congratulations!

The 3D graphics of the wobbling giant raindrops is amazing, and the way they physically interacts with the player feels very real; I imagine it wasn't easy to reach this result!

On a practical level, I found this very very hard :( The space bar and the x had a clear result on the character, but I could not understand how the arrows were moving it. I could see some effects, but were they relative to the direction of the player, or were they relative to the world? Unfortunately, I was unable to reach the end of the first phase, and that's sad because - reading the other comments - there are wonders up there! :') 

Besides that, congratulations again for the game, I enjoyed it a lot!

Developer (1 edit) (+1)

After watching some people playing the game after submission it indeed seems incredibly hard to learn. Curse of the game dev's knowledge about their own game I guess! As for the mechanics, the arrow keys point your character in the direction you input (with a controller, it's with the analog stick) in the game world. Spacebar increases momentum quite a lot if timed correctly while exiting the droplets. The X button is probably the most confusing, but it essentially converts any speed into lateral movement, and (unfortunately!) is almost essential to progress. It's really a shame we didn't have time to play-test or include some tutorials in-game.

It's really unfortunate you didn't get to experience more than the first layer. We have included a little playthrough video on the game's page if you want to at least partially experience the rest of it. There are also some hints on the page if you care to try playing it again.

Thanks a lot for the very positive review and for playing our game! We really appreciate it.

Submitted (1 edit) (+2)

I really loved the progression! I see the similarities between our two games indeed.^^ The mood at the end was incredible, the descent afterward reminded me A Short Hike. It was a really sweet journey! Nice work too on the colors and cloud rendering, as well as the great sound design.

The game was quite hard at first. I struggled to climb the first level, then spent a lot of time falling in the second time. Then the third seemed like a wall, I just couldn't find a good way to get just an inch up. But then it clicked: contrary to the tips, I went against the wind (to the right), and I realized how much powerful lateral movements could be! The game then became really fun. Instead of trying slowly to catch drops, my strategy was to pick a lateral direction (left or right), gain as much speed I can, to the swoosh with X to get a lot of height, and keep going like that by catching as much drop as possible, using space to boost myself slightly upward (but never completely vertical). It really felt like flying, the game becomes a fast paced platformer, and is never too punishing because by flying in one direction you always come across a drop of water (even in level 2!). I wish the game would have taught me earlier to play like that. I don't know how, maybe a tutorial, or animals that show the example, or maybe even text. It could incentivise more lateral movement, to avoid the frustration of trying to go straight up, and then falling. Because once you understand the correct way to play, it becomes really fun!

Developer

thank you very much! very glad you persevered and got to experience the whole thing! i’ll definitely have to do some polishing and make the difficulty progression and introduction to the controls better for after the jam. thanks for playing!

Submitted(+1)

Pretty similar movement to our game (move from water to water) but very interesting concept. I really liked the water effect. The way it rippled is just incredible. After trying for very long I got to the second stage but couldnt make it any further. Cool game!

Developer(+1)

thanks for the kind words! i think the game could definitely use some better difficulty progression. i’ll have to work on that for the next jam ^^

Submitted(+2)

Good game, and great sound design. The overall presentation is also quite nice. But like others said, the controls were slightly challenging. But overall, great work :)

Developer(+1)

thank you! i do think a big improvement to the game would be a more gradual introduction to the controls

Submitted

That could be definitely done!

Submitted(+2)

It took me some time to understand the controls, but after that the gameplay is really fun, quite creative, great game.

Developer

thank you! :) yeah, the controls can be a bit finicky when you start out, glad you liked it

Submitted(+2)

Really love the sound design of the game. The visuals are also nice, especially the main character. Its really satisfying to get a big boost of speed into the air. The game is quite challenging though!

Developer

thanks for the kind words! glad you liked it

Submitted(+2)

Very cool and interesting mechanic, even it took me very long to get behind and controlling it. I would have liked to have the WASD keys for movement. I used the local version and had no issues. Very cool entry, good job!

Submitted (1 edit) (+1)

I tried to play it on browser, but it didn't run very well on my device. So, I did as the description recomended and installed the executable version. Unfortunately, it seems you only uploaded the exe file, which cannot do anything without the accompanying pack that actually holds the game's contents.

It's a shame, because the concept is cute and I wish I could experience it properly.

Developer

Sorry to hear that.. I’ll have the Windows build working when the voting is over so please come back and check it out ^^

Developer

Never mind! Moderators let me upload the working Windows version, please give it a try if you have the time! I’ll also make sure to check out your game

Submitted

Cool! I'll do that tomorrow when I'm not tired.

Submitted(+2)

The wait was worth it, that was phenomenal! Highlight of the jam for sure.

I really thought I wouldn't be able to make it past the third levels/ atmospheric layer(?), but once I realised that the flip move converted any momentum, horizontal or downwards, into upwards velocity it made me appreciate the movement way more. It's got some subtle complexity.

Being stuck on the ground layer in the web version really does a disservice to how great the later sections look. Huge shout out to how the sfx for jumping through droplets changes during these stormy sections, such a lovely way to convey the mood switch. And that finale with the music rising as you descend back down was beautiful. Such a simple recontextualization of the game thus far and it works.

The sudden appearance of an arrow ui felt a bit jarring, even if I understand its necessity. Freaking arrow jumpscare, haha.

Developer

Thanks for the feedback! Really happy to hear that you finished the game and liked the ending, that's definitely the highlight of the game for me as well. The SFX were actually supposed to follow the chords of every music track, but I only had time to add that to the first layer. But at least it works really well there!

mayyyybe the arrow was a little too big hahaha.  I think 3D sound effects for this bundled with a more subtle visual hint (such as light rays?) would be a better fit if we had more time.

Submitted(+2)

I love the aesthetics and concept! Chonky drops in an ominous world.

Took me a while to figure out that you had to hold up to swim in the raindrops, but after that it was pretty smooth sailing up till the third level. Unfortunately I can't beat level 3 to see more, but so far its a great game.

Developer

Layer 3 is pretty hard, yeah. A good strategy for this layer is traveling horizontally following the droplets and using the schwoosh ability to gain height when you have lots of sideways momentum.

Submitted(+2)

Wow this game was incredible! I have no idea why I was trying to go against the rain at the time but following it definitely made it easier. 

The music and sound effects were so good! Boosting out of water is so satisfying espectially with that bright note, reminds me of Celeste's space blocks. 

The game overall oozes so much charm, player model, the background, the end credits.  The ending was brilliant, going to space with the victory lap home.

I feel like some kind of tips system in game would help a lot for those who get stuck. I'm sure you'll find a cute way to squeeze that in. I love the background too, but its often hard to tell how fast exactly you're moving. Maybe having something stationary would help the player intuitively figure out the movement.

Overall really cute game with a fun original concept. Props to both of you.

Developer(+1)

I'm really glad you managed to come back and experience the game in it's entirity!

We're very proud of the ending! The final descent was something we realised we needed far too late, so being able to actually implement that in time was a big feat for us. We're both so happy with how it turned out too, it's so cinematic and triumphant. We keep humming that melody over and over haha.

And I totally agree, displaying hints would be awesome if you're stuck for a while. Some actual explanation in game of the controls is also definitely something we need, such as a little tutorial sequence in the first layer.

Thanks so much for your heartfelt comments and feedback! It means a lot to us.

(+2)

Good game, the background visuals remind me of some parts of Outer Wilds. Some finicky controls. Plays alright on browser