Play game
Jungle Escape's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Graphics | #16 | 3.042 | 3.167 |
Audio | #18 | 2.562 | 2.667 |
Overall | #19 | 2.722 | 2.833 |
Gameplay | #19 | 2.562 | 2.667 |
Theme | #23 | 3.042 | 3.167 |
Innovation | #26 | 2.242 | 2.333 |
Ranked from 12 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Leave a comment
Log in with itch.io to leave a comment.
Comments
Nice little game! The graphics are really nice and give me a retro vibe, feels kind of like a master system game. The gameplay could use a little more polish so the player has more interesting combat decisions and higher level goals. One thing you could do just to juice this version is greatly increase the amount of animals and player firing rate.
The game is interesting, it has room for improvement! I couldn't play it too much because of the lag when moving around. It was smooth at certain points and then it would slow down at others. It could be my hardware, but it was a little uncomfortable seeing the textures move around.
For the gameplay, it was somewhat of a slow build up at the start, and then BAM! Enemies all around! It was a bit of a shock when enemies sped up towards me when hit. Once I got an upgrade that attacked everything, I could survive long enough to see different types of enemies like the parrots and lions, which was nice.
If I waited around in a single spot, enemies weren't able to move towards the character. I think they were getting stuck on the terrain in the level. Maybe the enemies' hitboxes could be disabled temporarily so they could move past those obstacles if it happens.
The thought of disabling enemy hitboxes didn't occur to me. Very clever. Thank you for the idea :)
I was planning on going for the rocket launcher approach and trying to implement more refined pathfinding logic for enemies.
Definitely still a lot of performance issues. With the creation of experience items, enemies, and world obstacles, it does become a lot to handle :(
Thanks for the play :)
Every time I felt like I was OP...dead! I grow too bold. Fun game, with each run being unique. Nice entry!
It was a bit too fast for me and I was never sure if I actually managed to pick up stuff or not? Looks like there is a ton of stuff in the game already, but I would need a lower speed to appreciate it. Scaling up the enemies x2 could also do a lot for visibility.
Is it one hit death?
It was a bit too fast for me and I was never sure if I actually managed to pick up stuff or not? Looks like there is a ton of stuff in the game already, but I would need a lower speed to appreciate it. Scaling up the enemies x2 could also do a lot for visibility.
Is it one hit death?
Not one hit death, but the enemies do quite a bit of damage and it tick's pretty fast. I definitely need some kind of visual indication or audio cue for when the player is taking damage.
I did adjust the scaling of enemies a little bit to make the small frogs and lizards a little bit bigger, but I like keeping them small as part of the challenge. If it really is that difficult, not fun, or just annoying to deal with, I will look into scaling the small enemies a bit or messing with camera scaling more :)
Lower speed is something I definitely am noticing a lot of people desiring. My intentions was to make this game feel somewhat intense, like you actually are a monkey trying to escape the jungle while being attacked by all of the other animals.
A lower speed possibility is interesting though. I love sliders. Sliders are fun. I think it would be really cool to be able to make an intensity slider or control everything with sliders. I will try to implement that soon.
I think once I fully develop the UI, things will play a bit better. I plan on trying to release that later tonight or early tomorrow morning as the final major thing to be worked on.
Merry Christmas!
I liked the overall appearance and the fast pace of the game! I was a bit confused by the ant swarm (I thought it was an enemy at first) and I felt the enemies and the gems were a bit small too, it became difficult to see particularly when there were loads of them on the screen.
This was really fun once I got past the very beginning. Starting immediately was a surprise and then figuring out what to do first made me die 2 or 3 times.
Once I figured out what to do and to stay pretty far away from the beginning enemies then I was able to get a few weapons very quickly and things got a lot easier immediately. This is when it really started getting fun, running around taking out little slimes or whatever they are. But then the lions and birds showed up and it got more interesting. More cool animals showed like a gorilla; I liked that a lot. Then after like 10 minutes or so it got a bit repetative what with the music track and kinda doing the same thing over and over. The hidden grass collisions that you mentioned didn't help either, but understandable for a jam. Also the scrolling level seems very slow to graphically refresh and kind of hurt my eyes a bit when trying to concentrate on it while moving around. It may be the laptop or screen I am on so I will try it on my desktop sometime too, but this laptop is pretty powerful so I don't think that is the issue.
Very cool concept overall and it was very enjoyable to play! Is the level procedural or one big map that wraps around itself?
Thanks for the play. There's some performance issues that I'm definitely trying to iron out (Managing enemy spawns and projectiles to free up memory and improve performance). Also the invisible collisions but yeah :/
When the game starts managing 40+ enemies and all of those projectiles, the game loop can suffer a bit. Scrolling definitely does become slow when lots of enemies are being tracked but performance should improve a little when the game automatically culls non approaching enemies. Trying to work that out.
Definitely going to be refining the weapon audio and bgm. The idea was to have a simple background track and have the weapon sounds be supporting sounds, so that when they all come together it creates nice music for the run. Not super experienced with music so it's been a challenge.
Map is procedurally generated using chunks! Wanted to make the jungle feel endless :)
I should have updated the game with certain weapon combinations to make the game a little less repetitive.
Definitely trying to figure out ways to make gameplay more interesting (provide user choices, random powerups, terrain effects) and am excited to work on them soon.
Thanks for the play and feedback :)
Hi,
Well, I didn't expect the game to start as soon as I started it, usually it's a menu scene or some kind of intro, it would be good to have that in the game, maybe in this way it would be possible to tell the player what kind of world it is in front of him.
However, I quickly got oriented and started shooting at everything that moves :). The more I shot mice (or frogs), the more I had the opportunity to pump up my guns, which was quite interesting and fun! Although the first time I got close enough to them, I was even a little scared how fast they ran towards me :D.
Good job with the open world, but the longer I played or maybe moved further, the more the game started to slow down, maybe this is related to the volume of the world that is processed outside the camera (as an option), in this case removing everything outside the camera and maybe with some gap to have a golden mean might help.
It would also be nice to have more contrast with the game information: HP, time, etc., since I only noticed this information at the very end, I think a little contrast would improve the situation.
Regarding the controls, you use the "x" key to replay the game. I'm assuming you're using "e.key" to find the key. In this case, if my OS language is not English, then this code will not work for me. I recommend using "e.code" instead to avoid this issue.
Beautiful and funny animal animation :).
Nice game, congratulations!
Oh my god. Thank you for reminding me about about e.code... Fixed that.
Good job with the open world, but the longer I played or maybe moved further, the more the game started to slow down, maybe this is related to the volume of the world that is processed outside the camera (as an option)
^ Definitely related to the spawning of enemies and management of enemies outside the camera. Trying to refine this better :)
UI hasn't been developed at all and I have noticed people not noticing the side information. It definitely needs some improvement and will work on it after fixing the performance issue.
Thanks for the play :)
It seems that the game's reload button "x" doesn't work at all now :)
Thanks for catching that :)
That's it, congratulations :)
It's pretty fun once I get the hang of it. But the collision is somehow confusion.
Modified the code a bit to make collisions a little bit more intuitive. The monkey should definitely be able to go into a 1 block tile between obstacles. Changed the size of the player a bit to fix that and it should be less of an issue :)
Thanks for the play :)
this was a nice spin on the vampire survivors formula! the graphics are totes adorbz, but i feel like the weapons clash with the rest of the aesthetic. the enemies are also very tiny, they can be hard to make out. i also think the game progresses a bit too fast, while getting new weapons every upgrade is super cool at first, it gets overwhelming really fast. regardless of those things, i enjoyed my time with this game!
Thanks for the play :)
Weapons are definitely unpolished/unfinished in its current state. Would love to work with particle effects and creating more detailed sprites for certain weapons. Some of the weapons are definitely hard to see (light colors on light colors). Thank you for your feedback :)