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A jam submission

Save the Fairies, Jumpissa!View game page

A 3d infinite jump game where you search and save fairies
Submitted by jehudson — 13 days, 13 hours before the deadline
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Save the Fairies, Jumpissa!'s itch.io page

Bootcamp Track

Journeyman

Devs finishing their first games

Reference Game
http://Ocean and Explore

Bootcamp Discord username
hexxbladist

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Comments

Host

Loved the game! I'm on an RTX 4080, so didn't stumble on any performance issues, so I believe I was able to experience the game as intended. Overall I had a lot of fun, and think this is a really, really interesting interpretation of the Ocean and Explore reference. Congrats, you made it so unique! I also LOVED the aesthetics. I don't think I ever played a game with visuals like this before, and I wish there was more of it. The part I really liked was the beautifully lit / colored rooms and the pink lava. It made it feel like the type of scenery one would find in a music video or an 80s-90s science fiction movie. It's also cool to realize how the game already manages to be fun, even with simple mechanics! I think a cute stylized character that better fit into this world's aesthetics would make for a better player character, and help focus the game's messaging. It would read as "play a game that looks like this", and would also help set the expectations for a precision platformer. Anyways, fantastic submission - huge congrats!

Developer

Thanks for your time and feedback!

It sounds like quite a few people liked the aesthetic. I found it by pure accident while aiming for a different aesthetic, but when I hit this aesthetic I realized it fit the cool factor and simple-enough factor.  I definitely will try making future games using it.  Maybe eventually I could have players associate that aesthetic with a subset of my games like a brand.

Replacing the player character with a cute-stylized character sounds like a great idea.  I'll keep it in mind for future games how the player characters should help focus the game's messaging. 

Part of the aesthetic came from me trying to deal with my lack of pixel art skill. PS1/2 3d models seem to rely a lot on pixel art for their texturing. I'm really looking forward to your pixel art master class.

Good point about simple mechanics making the game fun too!

Submitted

Well done on publishing your game. I really like the aesthetic. 

It took me a while to realise I was able to jump consecutively, but once I did I found the game pretty easy after that, except in the wind tunnels. They're a cool feature, but I felt I had very little control once inside, though it didn't cause stop me from progressing.

I felt the jump sound could get a little tiresome after some time. I thought perhaps you could give the character cute little fairy wings that make a flutter noise, and give a bit more context as to how she can jump consecutively. I think I'd also like to see a sort of momentum mechanic in there to make controlling the jumps a bit more interesting and challenging. 

Like others, I had optimisation issues. I am on a fairly decent gaming laptop with upgraded ram and I feel like I've played much more demanding games on it in terms of size, functionality and graphics. I suspect part of the optimisation is the use of all the reflective surfaces, and the particle affects really hit framerate too. I think the auto save is unnecessary, and made death irrelevant. 

All in all I think it's a neat little idea that has lots of potential.

Developer(+1)

Thanks for your time and feedback!

The wings are a nice idea, thanks!

I recently saw a trick to vary repetitive sounds is to automatically vary the pitch randomly. Maybe that would make the jump sounds less annoying after a while.

I've investigated the optimization issues and I made a number of design mistakes. It turns out I'd need to redo the project from scratch to fix the problems. But I'll definitely keep it in mind for future projects.

Submitted

Good job, interesting concept. Looks great for having being completed in a few weeks. I wasn't able to unlock the last level but I'm guessing I just couldn't find one of the hearts. After the first save, I'd probably make the effect less prominent for subsequent saves but overall, nice job.

Developer(+1)

Thanks for your time and feedback! Maybe a way to tell how many hearts are left on a level would help.

Good point about the save particle effect. I'll aim to reduce the save particle effect, but I used a particle system from the unreal marketplace so first I'll need to learn Unreal's Niagara particle system to understand how to tweak it. I'm working on learning Niagara but it'll be a while.

Submitted (2 edits)

Congratulations on your submission!

I'd like to preface my comment with the game runs fairly slow on my computer, even with an updated driver. I guess that's just the nature of things since I'm on an old Asus ROG from 2015.

I tried playing for a while, but I got stuck in the first area you are able to enter after getting the first gem. There seems to be lava or some sort of hazard, and I managed to get two gems, one over the first hazard, and then the second at the bottom of the drop. However, I couldn't find any apparent way back up. So, the game basically just soft locks on me there.

One piece of feedback I'd give is that the rotation of the camera seems very slow (a different slowness compared to the game running slow), so it's hard to gauge where one is in relation to the game area. I'd love it if I could more quickly move the camera to inspect my surroundings. Also, the auto-save special effects can be distracting and caused me to unwittingly move into a hazard and die several times since I couldn't see where I was going. I will say that the effects may just be problematic because of the game running slowly on my PC.

Other than that, I'm still curious about this game and hope that some time I can jump back in. Great job on finishing it for the bootcamp, especially with doing your own 3D models!

Developer(+1)

Thanks for your time and feedback!

Good point about older computer systems. I developed the game in a desktop with a very good GPU. I should have also tested it on my older gaming laptop as well to double check how well older systems could handle it. I suspect the camera problem has to do with the older system. I can test it on my older gaming laptop to check once I get some free time and charge it backup.

Good point about the soft lock. It's an infinite jump game so you could have kept jumping to get back on top, but it's clear now that I wasn't clear enough about the infinite jump ability.

And I'll definitely find a way to reduce the save particle effect. You're not the only one who struggled because of it. I used a stock particle effect from the Unreal marketplace so first I'll need to learn Niagara first but I'm currently working on learning Niagara.

Thanks again for all your feedback. I'm especially proud of the 3d models.

Submitted

Thanks for the response!

Ya know, I noticed I could do a double-jump, but as I kept trying to jump back up, I couldn't get past two consecutive jumps. I'll try again later!