Hey, enjoyed your game. no Controller support is not the best option imo, but overall a nice entrie for a jam ! Cheers
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Heart of the Jungle's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Metroidvania | #3 | 4.071 | 4.071 |
Enjoyment | #5 | 3.786 | 3.786 |
Overall | #8 | 3.625 | 3.625 |
Execution | #10 | 3.500 | 3.500 |
Sensory | #26 | 3.143 | 3.143 |
Ranked from 14 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Engine
Godot
Team/Developer
NewbJar Games
Comments
I wanted to give this game a 4.5 or higher, but then there was no controller support, I got stuck in WebGL build on bugs, and then re-downloaded and it was working better no getting stuck on bugs ,but then I fell down a hole and got an attack boost to cut vines, but never got a weapon before falling down hole? So why I see the metroidvania aspect, the puzzle was broken.
So here the great news, I loved the wipe, the cuteness, the music, the concept, the vastness that was unexplored all within 15 minutes. Great Job. I gave it a 4.0
Please check out Chick-Magnet if you got the chance. Also has its issues, and incompleteness. Enjoy!
Sorry about the confusion with getting an attack boost and cutting vines. The moment you described when you fell down the hole is when you got the machete. I must not have worded it clearly in the item pick up message that gets displayed afterwards. Thanks for the feedback and playing my game! I really appreciate it.
If this is true? how did you use the machete? I assumed this was the case, but then tried several buttons and mouse clicks and could not seem to get a machete to appear? Maybe I missed the control introduction. Will go back! So far this is in my top 5 games I have played about 25 of them so far. So good job overall!
Hello!
Good level design, obstacles are clear, nice platforming, simple clean mechanics with unconventional uses, things are well implemented, I liked it! Those guns upgrades made me feel powerful, well done.
A recommendation to improve: you show all controls in the game page, and it spoiled me about the upgrades before starting. You can remove that from the page, since you explain the buttons once I get the mechanics in game.
I very much love the fact that Dynamite gives extra jump height. That is a mechanic you don't tell in your game (sort of a "hidden mechanic" on top of what Dynamite usually does) and you could have use it nicely to design a sequence break. Or maybe you did and I didn't find it!
Would you try to find the sequence break in our game?
Also, is there a map to show while playing? Will you add console controller?
Hi, thanks for playing my game! So there is an intended sequence break in the game, but it is with the whip instead of the dynamite. I think since I didn't tell the player that they could jump with the dynamite, I should have had it be a "hidden mechanic" like you mentioned instead of forcing the player to figure it out to proceed with the game.
You also make a good point about the controls on the game page. I wanted to list them since I didn't want the players to get stuck from them not knowing the controls in case they got through the instructions too quick or just forgot what key to press. I think I would fix this by having a menu you can access to rebind your keys.
I didn't implement a map for this game. As for the future of this game, I'm not sure if I want to continue working on it, or if I just want to chase a different project. If I were to update the game, I think I would try to add a map, controller support, remapping controls, coyote jump, as well as some bug fixes and some more polish.
I'll have to try out your game soon. Thanks again for taking the time to review my game!
Hey, thank you for playing my game! I probably should have included something in the text pop up about using dynamite to gain extra height on jumps, since it seems like a lot of players are getting stuck here. Lay a stick of dynamite near the wall, and then jump on top of it. When it explodes, you'll gain enough height to make it over that wall. Hope that helps!
Nice little game! The whip mechanic was very interesting and fun to use, it would have been cool to see even more of it, the other power ups where also nice, like the dynamite and machete, they fit very well the jungle theme, and later having to use them to solve puzzles, especially the laser parts, was pretty cool. The game is also very complete, with 3 different areas that have unique enemies and a final boss, which is awesome to see.
The only problems I had where that sometimes the combat had too much hit trading with enemies, this made the combat less satisfying since I would just tank the hits most of the time. It was also easy to get kinda lost, so a map could have been helpful, but eventually I got familiar with the layout. The other problem was that the dynamite jump mechanic was not explained, I even gave up at one point but then tried again after reading a comment mentioning it, so explaining the mechanic when you get the dynamite could be helpful. Also it seems that all enemies and objects have a collision with the player, this made me get hardlocked when a spider jumped in my head and made me stuck to the ground, which made me have to reset my progress, so perhaps also having a save system or a reset to checkpoint function could help.
But overall this was really cool, the whip was fun and the game very complete, with only some problems in the way, great job!
Took me a while to figure out I wasn't stuck in the dynamite area but overall a really fun entry. Some extra feedback when hitting things would be nice (flicker or sound) to let you know it's doing something. Overall, fun to play and get new abilities.
Very nice entry!
I specifically like the whip. It is really satisfying to swing around with it.
The enemies look nice and overall there is a lot of content.
What you should consider, though, is coyote time. It makes jum ping around so much more satisfying. And a map would be nice!
Keep up the great work!
Very nice entry! I think this one may be my favorite yet!
Everything just seemed to work, aside from not knowing you can jump higher with the dynamite; you should maybe just add a little comment or hint about that when you find the dynamite.
The visuals worked and I love the different little areas that you created for the map. The sounds and music are great also!
This is probably my favorite part of the whole game, right after you get the whip you have to do this section:
The Windows build is borked btw. When you try to go through the first transition it crashes out and closes to desktop.
So I dug into the issue a bit more and it looks like it's a known issue with Godot 4.1.2 for Windows builds exported without debug. It was fixed with Godot 4.2. I uploaded the Debug build for now just so it won't crash on scene change, I'll have to update to 4.2 soon. Thanks for being willing to help though!
Not a problem!
I think our game actually has the same problem, but not consistently for some reason.
I was just playing through ours again earlier and it crashed out just the same as yours did when loading a level. That's the only time it has done it so far though. Good to know that 4.2 should fix that :)
Might just be me, but I think I am stuck in a part of the map. It seems to be the top right of the marble like place. Here is where I am, with all the upgrades.
Great job! Yes, it was a bit glitchy - I ended up getting stuck inside a grapple pillar and couldn't move or reset - But the power ups were really cool and the environment was neat!
A bit janky, but very charming!
The graphics are a bit inconsistent in style and resolution, but don't take away from the gameplay. It's very readable on what you can and can't collide with. Some sprites have linear filtering and some nearest - making them blurry.
The music and sound fit the game pretty well. Hearing the whip sound be vocalized mimicry was weird at first, but it kind of grew on me.
Gameplay wise, it's totally functional. The lack of coyote time, jump input buffering takes a bit of getting used to, coming back from modern platformers, but not a showstopper. Out of all abilities I'd thought I'd encounter during this jam, grenade jumping wasn't something I expected, but it is very fun!
For a first attempt at a metroidvania and Godot game, it's very, very good!
i enjoyed it! the platforming is pretty unresponsive, it felt like my jump stopped being able to register before i was off the edge of a platform. if you're using the capsule collider i might recommend switching over to a rectangle for the player and same goes for the platforms. i'd also take a look at something called 'coyote time' which is all the rage these days. the whip is a fun idea though that i really enjoyed and i totally did not expect to be able to use it in the air which was cool. all told it was a fun one!
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