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Jammy Makes Jam: The Quest for Jamily's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Presentation | #21 | 3.250 | 3.250 |
Use of the Limitation | #21 | 3.875 | 3.875 |
Enjoyment | #25 | 2.750 | 2.750 |
Overall | #28 | 3.094 | 3.094 |
Concept | #37 | 2.500 | 2.500 |
Ranked from 8 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
128x128 sprite sheet
https://imgur.com/a/cjjPdWr
Team members
fatkidforlife
Software used
Unity
Ice cream eaten
Nearly a quart.
Comments
This game is short and cute XD
The only part that is bugging me is this part :
I can walk through the under but not the middle. Maybe it will be more clear if there is a wall in the middle.
Btw, I found a bug in this game. Somehow I can die twice if I jump on the spike. So I can get -1 live.
Thanks a ton for the feed back.
So that was trying to maintain feel of old games where some walls you can pass through for secrets some can't. There are two graphical indications in that instance, but I wanted to pass on the idea that passable walls existed and weren't super different from other walls.
In this instance the gap in the ground above is one indicator. The ground doesn't continue through solid walls. Also the lack of curved corners. I could have put more tiles in on the passable layer of tiles but didn't to leave that graphical hint. This level overall was just trying to show different features I would want in the game.
Not sure what would cause the die twice issue. Never ran into it but I'll take a look. Do plan on trying to clean up some things and add more content at some point.
Ooh I see. That makes sense. Thanks for explaining XD
By the way, for the died twice part, after trying it again, I think it's because there is a solid ground under the spike. Because of that, the player can jump even though the animation for restarting the level starts playing. And with that jumping, the player become get out from the death trigger zone and re-enter it again. And I think, because of that, the death count decreases twice.
Hope this help XD
As the game is super short, one way you could had improved it was with more art, you used just half of your available pixels, that would enable more art into the levels
Thanks for the feedback. Definitely agree it is short and lacking content and art. I should have spent a few extra hours I had building a few more leveling but honestly got super burnt out. Had lots of trouble getting things to work they way I wanted. And spent way to long trying to sort out some camera issues I wanted to get working that never made it in.
My goal going into this was to just have some bare bones playable game. Which I think I achieved. So art assets kind of came in on an as needed basis. Spikes were actually made Saturday night or Sunday morning as I decided I definitely needed some sort of obstacle and no way I'm getting NPCs of any sort at this point. One of the reasons I reused the tile set on the homepage was just not having to worry about designing a menu either building graphical elements(even though I had the space) or building something in Unity.
Hard to say anything about such a small entry. The platform movement is neat so that's great :). Much better than what I could achieved when I was just starting out :).
Really dug the sounds and the concept was neat. Wasn't sure what to do once I got to the second screen though.
Thanks. Sounds were all just picked from random free sfx and music, links are on the page. As far as the second screen, that's all I have. I forgot about putting a restart option. Or something to clearly show it's over. It's very much a demo. It was a struggle to get that done as I'm not very familiar with game development or Unity.
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