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Pogo Boy Saves The Day!'s itch.io pageLink to your Game Design Doc on Google Drive.
https://docs.google.com/document/d/1bQ_ZRIL3GSzJaYJefC897qXOVQgkoBVPs2ufaegfhu8/edit?tab=t.0#heading=h.lr899156xjnx
Have you checked that your GDD is publicly accessible ?
Yes
Is your game set to public on itch.io so we can see it?
Yes
Summarise your game!
Pogo Boy Saves The Day is a side-scrolling platformer where you play as a pogo-stick riding hero, bouncing off the streets and the heads of criminals as fast as you can.
Using several different bouncing mechanics, the player will navigate through levels and bounce on enemies before reaching the goal. For a full score, players must bounce on all enemies and reach the goal within a specific amount of time. In a series of 6 increasingly difficult platforming stages, players must play and replay, learning how and where to use the bouncing mechanics to achieve the fastest time they can.
Controller recommended but not required. Thanks and have fun!
Please explain how your game fits the theme:
Our interpretation of the theme “You Are The Weapon” is that the player character itself is the projectile, launching, bouncing, and dropping onto foes. A pogo-stick riding, bouncing, flipping character, hurtling themselves through levels, became the vision upon which our game was made.
Is there anything you'd like the judges to pay particular attention to?
The game can be played and finished without using all the mechanics, but the game shines when using all the mechanics to improve your score. After finishing the levels, you can pause to select a previous stage.
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Comments
A really fun little game! The idea and mechanics were great, the art was also fitting!
The only issues I found were that sometimes the high jumps would not work properly, but it pressing too early, or not long enough. The 360 turn also seemed to not work at times, primarily after an auto jump off of the edge of a platform and spinning. It seems you have to press the space bar most times to get the 360 to go through, not sure if this was intended.
I really liked the combo of being able to do a 360 off the bat, onto an enemy’s head, which then goes into another 360 where I slam down onto another head into another 360. This feels really smooth and satisfying to pull off, though at times, I feel I can chain a slam into another slam, while other times I can’t. It seems that there is something with the automatic jumping when you don’t press spacebar that is stopping some of this from happening.
I feel an indicator of where the character is at (on the ground below the player), or maybe a small “preview camera” of the player would be great, as some levels I actually jump out of the screen boundaries through the top and am not sure where my player is or if I completed the 360.
Other than that, the game seems like a pretty complete minigame that was well made in 2 weeks. Great job!
Thanks for all the feedback!