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Chuck, The Adventures of Sir Charles the Small's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Gameplay | #2 | 4.200 | 4.200 |
Engagement and general | #2 | 4.200 | 4.200 |
Overall | #3 | 3.720 | 3.720 |
Audio | #3 | 3.800 | 3.800 |
Graphics | #5 | 4.200 | 4.200 |
Story | #10 | 2.200 | 2.200 |
Ranked from 5 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
Felt really nice to play! As a fast-paced games fan, that one felt really fluid to play. Simplistic art, but charming, and the music was calm and fitted with the environment. Great job!
Really, really lovely game you've made. The animations and enemies are wonderful, simple yet effective, and the game physics feel really really nice, probably my favorite feeling physics from the games I've played through so far. The wall jump is done perfectly so it's not at all clunky or hard to understand.
I actually didn't feel too much of a difficulty spike, I think everything was fairly even and intuitive to figure out.
In some places the room transitions felt a little weird, most have a glow to indicate that a transition is there but a couple did not and so it was a bit surprising and a little hard to read. It was also just at that size where it was getting a little hard to remember the map, but it wasn't too bad. Any more areas and I think a map or some kind of navigation would have been pretty nice.
Overall, a really solid game!
I really enjoyed playing through this one! The art was beautiful. What really put the aesthetic over the top for me was the walking animations once the enemies spotted Chuck.
Great work!
Thanks for the feedback! I also agree with locking character movement for a bit, it was on the list, but making sure the maps were good had to take priority on the last few days.
Dude, I really enjoyed it! To prove it, I tried a few times to do a 'speed run' and managed to finish in 3:38. By no means flawless, with a death thrown in there, but not a terrible run either!
There was some times though that the game felt quite unfair, in particular after getting the double jump, there was a crazy spike in difficulty. The jumps immediately after that powerup were so dang close, with probably only a few frames to nail the jumps. Otherwise an awesome game!
Thanks! Glad to hear! Maybe I should submit my speedrun too ;).
That particular spot was a problem spot we noticed after getting time to have people play-test it, but it was a point that wasn't priority. We had simply run out of time. I'd probably extend that platform you jump off just a bit to help with that jump.
Thanks again for checking it out. We're really glad to see a completion time!
p.s.
I particularly liked your entry for the 3 minutes I've had a chance to play it. I WILL go back to it and play it though when I have some time to sit down and enjoy, it has a very nice aesthetic.
I liked it! It's not big but works like a charm, nice work pulling it up!
We wanted to expand, just not enough time in our busy lives. Thanks for checking it out!
I love your artstyle. It is so simple yet effective. The water looks sooo beautiful! It's a shame the game is so short. I also admire the zombie enemy. Its animation and behaviour is spot on.
Thanks, but we didn't create the tiles, we got them from here: https://adamatomic.itch.io/caves-of-gallet
We would have liked to spend more time expanding it, but life had gotten in the way at some point, and we had to change our framework half way through due to some segfaults we were getting on Mac. The zombie enemy is totally credited to Cody, my partner in this gamejam.