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Jammy Dodger's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Execution | #14 | 3.889 | 3.889 |
Metroidvania | #15 | 3.889 | 3.889 |
Sensory | #17 | 3.889 | 3.889 |
Overall | #18 | 3.833 | 3.833 |
Enjoyment | #19 | 3.667 | 3.667 |
Ranked from 9 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Engine
Godot
Team/Developer
C, M, D
External assets
Ovani Sound - bug sounds, impact sounds, western music. Potta One - font.
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Comments
This was so much fun! The art is consistent and everything makes sense in the world. The challenge was perfect and kept us coming back again and again to retry (mostly the first boss) and the platforming was pretty special. Jumping in and out of a jar is GENIUS and a really fun mechanic.
Great job on a great game! This is an idea that we'd love to see evolve into a larger project. Hope the team keeps working on it in the future!
This was really fun and challenging, I love the art and the in/out of jar abilities, so smart! Also the ant boss fight is so cool with the six arm holes for the six guns, great job!
I liked the art and thought the jumping mechanic was creative. Cool game
Great game! I love how the jar is implemented as a shield and mobility modifier. The artwork is varied and well done. The music & sound effects are pleasant and fitting. Everything is really well designed and challenging. However, it might be a bit too difficult at some parts. I am currently stuck just after the Toaster boss and am not quite sure how to proceed. Overall, I really enjoyed it. Great job!
Overall this is a nicely polished game. I got to the dash and the punch (which had a very strange button mapping) got the greenish key and then got extremely stuck after exploring the map for like 30 minutes, there were just no new areas to go. I think the first boss may have been a little too difficult for the average player, it didnt feel very fair either, there wasnt enough time to dodge the bullets and then prepare for the un-telegraphed ant running through the hallways, it just felt like luck. I did like the strategy that the jars introduced being able to provide extra armor, a jump, and an attack, that was probably the most interesting part of the game for me.
Thanks for playing, and for your robust feedback. I think we've had to accept the first boss is too difficult for its place in the game - we didn't have time for blind playtesting before the jam finished and this has been common feedback.
Regarding where-to-next, after getting the teal key (I think this is where you'd be up to?) you should have been able to climb further up that tower-room after solving a puzzle. The next version of the game (I'll release it once the ratings period has ended) has a map to help the player navigate, which will hopefully make this clearer.
Thanks again for your perspective, it genuinely helps us improve as designers.
Good opening sequence with the inaccessible area up top that you can backtrack to in the following room. That gave me satisfaction as I got to explore. After two attempts failing to get that key, though, I gave up. It was too hard.
Really liked the effects on your jam character. The rotation to match fall direction, the hit flash, etc., that felt good.
Thanks for your feedback, I'm glad you enjoyed the bits you got to see. We've got a bit of feedback that players are finding it more difficult than we intended, so we'll tweak the difficulty a bit in future releases.
Really neat idea.
Thank you!
The pastel colors and soft music are very nice. I also like how the jar also acts as armor, and gives a one double jump ability which actually makes more sense than a "standard" double jump. After getting and using white/silver and red key and using them, I got stuck not knowing where to go next. It is not clear how to beat the bullet ant boss fight. But other than that, great work! :)
Thanks for playing and your kind words :) We've had a bit of feedback from players about the bullet ant boss being unclear, so I added a little message that just says "Survive!". I'll definitely add a clearer indication in the next iteration, and chalk it up to a learning experience for me.
Here you go!
Hi Dan! Thanks for the feedback, it's hugely appreciate and very helpful. I'll endeavor to address it all for the next iteration.
Re, control schemes: ironically I use a controller with a Nintendo layout, which is not what I gave controls for. I couldn't think of how to concisely convey the controls so I mentioned XBox thinking it was the most common layout. Your idea of using pictures is much better, and I'll adopt that in future :)
Re: shroud: we added it early and liked the look, but really didn't fine tune it. I'll make it a bit brighter based on your feedback.
Re: UI advice: I agree completely with keys disappearing upon final use, the UI Keys were a very late addition. I'll be sure to tidy this up for the SMVM. There is actually an area later in the game where the health UI does visually block a platform, but I only noticed it too late in the jam to redesign it.
Re: Boss: I intended to implement a boss progress bar to make it clear that you're achieving something by just surviving against the first boss. I'll be sure to add this early in SMVM, sorry the uncertainty stopped you from progressing past it.
Again, thank you so much for doing this.
No problem! I hope the feedback helps fine tune everything for SMVM!
loved the graphics and music/sound effects. creative theme too. overall creative aspects of this game ruled. did get stuck on a couple mechanics things but more time on this game would really take it to next level. double jump was really smooth and mushrooms were fun to bounce around on.
Thanks for the feedback, we were really satisfied with the smooth movement. I'm keen to hear what mechanics you got stuck on, I think we'll keep working on this game for a while longer :)