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Cat Jump's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Graphics/Animation | #10 | 3.667 | 3.667 |
Technical Implementation | #18 | 2.733 | 2.733 |
Overall | #19 | 2.733 | 2.733 |
Music/Sound | #22 | 2.333 | 2.333 |
Fun/Design | #22 | 2.400 | 2.400 |
Theme/Limitation | #23 | 2.533 | 2.533 |
Ranked from 15 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Team Size
Solo (1)
What main engine/tool/language did you use to construct the game?
Godot
How does your game apply the optional theme "break"?
you can... break glass
Which art and audio did you / your team NOT create from scratch?
none
Which art & audio did you / your team create BEFORE the jam started?
none
Which diversifiers did you use, if any?
none
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Comments
very pretty graphics, but the fact that you can't hold left + jump to climb something is incredibly painful for my enjoyment
Love the graphics, but a challenging game! I included it in my Palette Jam 2 compilation video series, if you’d like to take a look. :)
It starts with high difficulty causing it to be not fun.
And I'm stuck on first glass not knowing what to do to break it.
I had the same problems as the other players. The difficulty is way to high from the beginning on. Having no checkpoints made this worse and things like the blind jump are kind of mean to the player.
But I know - balancing a game in the short time of a game jam can be hard.
I really liked the art style, so cute ! I am not good at plateformer so it was a bit frustrating, and I couldnt go very far because I kept dying at the blind jump, or the time ran out x) But I really liked the idea of the multiple jump and the little turtoise are adorable.
Sad to see you didn't get to finish your game, I quite like the art style you're going for, the game definitely felt a lot less sticky when i started using shift, but would've loved to see more levels, as i bet so do you, maybe do an update after ?
Good visuals, but as said before i don't feel like we have a lot of room to actually understand the games mechanics, maybe separating it in multiple levels and removing the time on the first one? Anyways, since you said on the game page that it isn't finished yet i wouldn't be too harsh on it, it still has a lot of potencial to be a really good game overall. Good Luck on your Journey!
Nice game. I really like your visuals !
The level design and player movements could have use some more polishing though.
There's a lot of points of frustrations.
Not being able to change your velocity or direction during jump can be a nice difficulty challenge but your current level don't really complement that. since it's a grid if you want to jump a block but are too close to it you'll just jump without moving. if you want to keep that restriction maybe consider changing the level by putting more inclined and holes instead of sticking to a grid and avoid stair shapes at all cost.
No checkpoint can be really harsh if you have a long level where you can hide easily. I would recomend adding one after each bubble.
The timer was really realy short. And I'm not sure it serves your gameplay a lot. Usually you put timer if you can zoom throught the level and want to put a chanllenge on it. here your level is hard enought that the timer feels more like a punition than a challenge.
Also be mindful to always put the destination in the player field of view when you ask him to jump. (just after the first bubble you cant se where you're suppose to land.)
Sliding to break glass feels very good and badass, but the first time you have to use it you end up straight into ennemies. which is not really an incentive tu use it again. It kinda kelt like I made a mistake by doing that.
All in all. The core gameplay is in there and the design looks really cool. It just need some refining & balancing.
Good job on submiting :)
Pretty good game! The tilesets pretty nice and I like the plastic turtles
The movement doesn't really feel good to use when playing. Not being able to switch directions while jumping feels a bit off and none of the controls are explained in the game itself leading to me initially not knowing all the options available.
The game also needs checkpoints, it feels really bad to be sent back to the start of the level when its really long. The level design also doesn't have a nice difficulty curve and instead gives pretty hard challenges off the bat. It also teaches mechanics only to punish people for them leading to people most likely not using said mechanics again in the future (an example of this is the glass into the plastic monsters after the first bubble. It wants you to slide to break the glass but then you end up sliding into the turtles)
thanks for the comment.
I can see the issue with this level, and that there's no tutorial or any text showing you all of the features I've kinda run out of time so all I wanted to do in the first level is to show off all of the features.
As for the checkpoints, there are
but I could make them a little bit more frequently than they already are
Thank you for the feedback and all of those changes will be applied to the final game