Very good level design and platform movement! I think you nailed the parameters (gravity, acceleration / deceleration, speed, jump height, etc), which I believe helped you to play around with the gameplay mechanics in a more creative way, making a simple experience very satisfying — for instance, having the player fall then double-jump to pick up coins in some particular spots, which is not something we see too often in this kind of game.
The pixel art is great as well, very charming, it definitely matches the mood and the action.
The only nitpick I have is with the controls / input — I think for any platformer it's better to have the jump button somewhere else in the keyboard layout, not just in the "W" key. I understand this is mainly personal preference, but it can't hurt to give the player options (and since you use Construct 3, it's super easy to implement).
Great job, especially for a first game!
Play game
Jellyboy's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Audio | #37 | 3.909 | 3.909 |
Overall | #51 | 4.045 | 4.045 |
Visuals | #53 | 4.182 | 4.182 |
Authenticity (use of resolution restriction) | #72 | 4.636 | 4.636 |
Gameplay | #104 | 3.455 | 3.455 |
Ranked from 11 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Did you work in a team?
I did everything except for the music, which was handled by my friend/internet brother, Faye. We both had a blast working on this. (I know NOTHING about music so he was a lifesaver lol)
Was the resolution a challenge?
The thing I struggled with most tbh was level design. Making a side-scrolling 2D platformer is REALLY tough with just 64x64 pixels.
What did you learn?
I learned a lot about game design and got some further knowledge on the engine I'm using (Construct 3). In the end I'm really happy with the product and look forward to making more games ^^
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