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Project Yolo's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Audio | #24 | 1.352 | 1.600 |
Gameplay | #26 | 2.366 | 2.800 |
Presentation | #30 | 1.859 | 2.200 |
Overall | #31 | 1.826 | 2.160 |
Art | #33 | 1.690 | 2.000 |
Use of the Limitation | #34 | 1.859 | 2.200 |
Ranked from 5 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Team members
Mustafa Moiz, Cyrus Hashtpari
Software used
Unreal Engine 4, Github, Discord
Cookies eaten
35
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Comments
Was struggling to run this, but got it to work eventually, (although it ran pretty slow on my laptop because I don't have a graphics card)
I agree with the other comment, with a 3D platformer you absolutely need the shadow below the player to be able to line up jumps. In the latest Mario game, I'm pretty sure they have a separate light source just for Mario's shadow, so they can have nice lighting (not needing to be pointed downwards) and still have the shadow in the right place.
Also, was it intentional that you can just spam the jump button and fly to the top? (I feel like I cheated)
(-Joe)
Hi, thanks for playing! Yeah, we uncapped the consecutive jump count at the last minute, because we couldn’t set up the below-player shadow in time. At least with essentially unlimited jumps, players were able to finish the game. Without that, the level was damn tough to complete haha.
Congratz on your first gamejam entry!
Fairly simple, but it worked. Controls where explained. Perfect.
Its possible to jump out of the game to the front though, that's the only bug i found.
Aside from that it didn't really fulfill the "teamwork" limitation though, as both characters where able to go all the way up separately.
Art wise it wasnt amazing, but it got its job done.
It was super hard to see where the player was jumping though, maybe if the shadows where being casted straight down, it would've been easier to see.
Hi, thanks so much for taking the time to play it!
Agree on all of your comments. A straight down shadow would have helped a lot, definitely. And there was a "teamwork" component at the design stage, but we didn't quite have time to implement it (spent a lot of time up front learning to collaborate across distances). In the end, decided to just finish, which I'm glad we did.