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Climbing is for Squares's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Theme | #1330 | 2.000 | 2.000 |
Cleverness | #1471 | 2.000 | 2.000 |
Playability | #1486 | 2.000 | 2.000 |
Artistic Style | #1697 | 2.000 | 2.000 |
Ranked from 1 rating. Score is adjusted from raw score by the median number of ratings per game in the jam.
Judge feedback
Judge feedback is anonymous.
- Ok, so the movement of the cube is infuriating and clunky. Not being able to cancel a jump also kind of leads to some infuriating situations as well. I appreciate the challenge/difficulty of the game, but there is no preparation and you are forced to endure from the beginning. Unless you make it to the first vendor to buy a checkpoint, that is a feature you can easily miss (which might be intentional). The theme incorporation is loose at best though, and I would have loved to see more inclusion of that in the game. Overall, this game isn't for the faint of heart and does need some polishing... but if you are a determined gamer who enjoys a challenge, you'll enjoy this game. I just don't see that being very many people as the game is now.
Did you include your Game Design Document as a Google Drive link?
Yes!
Seriously... did you include your Game Design Document?
Yes! :D
Is your game set to Public so we can see it?
Yes!
Tell us about your game!
Climb to the top! Collect coins and trade them for disposable checkpoints. You can make the checkpoints anywhere there's a safe, solid surface! Inspired by Jump King and Angry Birds.
-Press A and D to move left and right.
-Click and drag the mouse anywhere in the game window to set your jump angle and power.
-Press C to set a checkpoint when you have a potion
-Press F to respawn at the last checkpoint if one is placed.
-Press M to mute the background noise.
Extra Notes
This is the second game I've ever made and the first that didn't use GameMaker's drag and drop. This was done entirely in GML and I'm very happy with the outcome so far. I did the entire project solo as well :D I want to expand it with more items to buy/make from NPCs when I'm not on a time crunch, and plan on continuing it after the Jam is over. Thank you for checking it out!
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Comments
alright, so, first things first, i am definitely not going to finish the game XD. Second, this is a good second game. Of course there's things that could be fixed like the controls could be smoother, for example allowing the jump charge to continue outside the viewport and allowing more horizontal movement (I'd say keep the bounciness though, don't listen to Solo on this one >:) ). But, it delivers the experience it is supposed to, and that's an achievement.
Also, don't worry if people get mad and smack talk your rage game. They are supposed to be raging after all :). Just take the feedback that are constructive and allow the rest to suffer >:). Most of us were just (half-)memeing too.
Thank you for trying it out!
I agree I need to figure the movement out a bit better. Definitely needs some tweaking. The viewport issue is obnoxious and I think I have a fix for it that I can put up post jam :D
I also really appreciate the last paragraph! It doesn’t bother me nearly as much now as it did a few days ago. This is the first game I’ve shared publicly and I was nervous and the response just got overwhelming fast! But, you’re right where the game was doing exactly what it was suppose to in the end. Once I took a step back and realized that people seemed to actually be enjoying it and it just became a meme to rage at it, it helped a lot. Thank you so much! It means so much that people are reaching out.
Last thing, I just want to say one more time that I loved your game and I want more people to play it. It was such a good concept and so well executed.
15minutes and still at the start :D definitely a rage game, slap some art and some unique twists to differentiate from jump king and it will probably do well
Appreciate you trying it out!
Art is one that I’d absolutely love to change to something unique. Trying to decide what to do on this still, but I fully agree.
Now that I've joined the ranks of Solo on having beaten this game, here goes the things I personally observed (THERE'S SPOILERS FOR THE GAME HERE):
The checkpoint system is a true blessing. It's especially helpful that you can go back to the same wizards, buy potions from them and teleport back to your current checkpoint. There were a couple of moments were I needed to buy a checkpoint, so this system made it very convenient.
One thing I found really odd was that when you hit the ceiling, your momentum comes to a halt when I was more so expecting to bounce off of it instead. This becomes a bit of an issue in the last mid-air jump, where there's a huge block on the room above that can block you and send you straight down. The reason why I bring it up is because it feels a little unfair to me, considering it's an obstacle you can't see until you're already pretty much coliding with it.
There were times the square didn't properly follow the direction I pointed to, or the viewport bounds would set the jump off unintentionally.
Another thing is that when you get to the 70% to 80% area, there's a mid-air jump square that looks a lot like the tiny square platforms from below (since the color palette in that area is different), and that caused me to jump to it thinking it was a platform when it was a mid-air jump, so I fell straight through it.
The square's movement, although slippery, eventually becomes somewhat predictable, though I couldn't properly tell when the square would become bouncy or not. The best reference I had for it is if it had built some momentum.
I enjoyed the characters and writing and thought they were funny! Though I took that square's money AND I WOULD DO IT AGAIN!
The music was really funny to me because it made it sound as if I was inside of a horror game, even though it was a game about squares. So it made the game fun in a weird way to me.
Although I had heard horror stories about this game, it turned out to be way more enjoyable than I initially anticipated, easier to control than what I had assumed, and while there's issues regarding glitches and some of the level design, it's a much more solid experience than I expected.
Keep making stuff. This is a pretty cool rage game.
Thank you for playing! I appreciate it so much.
The ceiling stopping your momentum is intentional so I could build jumps around it. That being said, I 100% agree on it leading to unfair situations currently. When I fix things up, I’m going to make sure that it won’t be able to cause an issue like it does on the last screen. I want things hard, but fair and I agree that’s not fair.
Thankfully, I believe I finally have a fix for the viewport drag issue that I’ll update when I can edit post jam, but agree that’s incredibly obnoxious on this version. I’m also looking into the clipping issue that sends you the wrong direction. That’s definitely not an intended mechanic and is an annoying bug.
The brown square in the 80ish % area has been fixed post jam as well to not draw it with the effect so it’s obvious it’s a double jump pickup. I appreciate this feedback!
Movement will get tweaked as I continue with the game. I need to tune the slippery/bounciness.
The coin square has different dialog if you jump over the coins before talking to him :D He has dialog if you take the coins, leave, and come back to him as well!
Last thing I want to say is thank you. You helped me decide not to remove this game from the jam when things started happening in the discord channel and you have no idea how much it means to me. Your words were what I needed to hear, and for that i am incredibly grateful. Thank you so much for everything!
So I spent the last day or two (total 10 to 20 hours gameplay) finishing this game so I can prove it's winnable, and I'm probably the first and only person who has or will complete the game . Plus now I can justify my absolute ruthless critique that follows. Proof that I got to the end:
I hated the game at first, there's many things wrong with it that I'll get to in a bit, but I'll start with what I liked. I like the simplicity of the game, clearly inspired by the likes of Jump King with the controls. One key feature I REALLY like is the ability to place your own checkpoint. This gives you ability to control your fate and simultaneously makes you doubt your decisions. There was one point where I had a potion saved and decided to use it on a difficult stage only to find the next stage was even worse and I spent 6 hours going through the same parts again and again because the final part was really difficult. I like that you can build up momentum by moving before you jump, it can be very useful on some parts of the game. I also like the percentage at the top left showing how far up you are. If it weren't for the percentage showing 70% showing that I'm really close, I would've given up a long time ago. The music is alright although I wish there were more changes in music at key shifts in the stage styles. One last thing, this game has trained my resilience, patience, helped me learn to control my anger, and taught me to really think about my choices. It's truly life changing, as any rage game is.
Before I move on to the issues and bugs, I would like to preface that this game is PLAYABLE and WINNABLE (as I have done so), but just inhumanely difficult plus a lot of annoying bugs and lack of quality of life features.
Okay, now the issues and bugs:
- The player controller... is really bad. The movement feels like I'm moving a tungsten cube. For some reason the character has bounciness?! For a square that's crazy. This bounciness has caused me to land and then fall off because my jump was more sideways (hence more horizontal momentum) than upwards, if there was more friction it would make the game WAY less punishing. However, although the controls are bad, you get used to it over time and you can actually see how far you've come into mastering this movement when you go back to the beginning after finishing the game.
- This is just a personal design pointer but allow the player to cancel their current jump charge (perhaps with a key input, so if I'm holding down left click, I can press say Q and it will cancel that held charge). There have been times I accidentally clicked down on the top of the screen and couldn't move my mouse further up, which brings me to a possible bug
- Carrying from my previous point, when you hold down click and move your mouse off the game's viewport (the game is within the browser window so you can go off the viewport), the press gets released and you jump. There have been cases where I accidentally went off the viewport, jumped in the wrong direction and fell down :(
- MAKE, THE ARROW, MORE VISIBLE. Since the arrow is white, it completely camouflages against the white walls. Although this is only an issue in the first part of the game, it would be good to have a border around the arrow to make it stand out regardless of the background.
- Difficulty - I know this is a rage game, but the game is way too difficult from the get go, you're being forced to master the controls in the first area. I know this because once I got out of the first area, the other areas felt easier to complete. Ideally there should be a gradual increase in difficulty whilst also gradually teaching you the core mechanics, and how you can utilise them effectively.
- Level Design - this carries on from my point on difficulty, some levels are poorly designed, there's no indication of where you're supposed to go or an obvious indication that a certain wall is unreachable. One of the levels near the end had a part where you essentially repeat the same jump 4 times. There are also some jumps which require a LOT of precision. Near the end of the game, I literally had to use the walls as a reference to measure the angle and strength of of the correct jumps so I could guarantee I'll make the jump and not fall down 4 levels. I know this is a rage game but you're forcing someone to literally use mathematical analysis just so they can get through tedious parts of the game.
- Probably a BUG - When you jump in midair with those double jump pickups, that jump's momentum gets cancelled out by your current movement, so if I'm going down, and I try to jump up midair, I'll just stop midair for a second and just fall instead of going up, this was particularly detrimental in the part where this double jump pickup is introduced.
- BUG - When you're standing on the edge of a floor, you slowly move off. This is subtle but noticeable once you see it happening, and this has been the cause of many falls because I prepare to jump and suddenly I fall off and can't jump anymore.
- BUG - When you're right next to a wall and charge a jump, the player collider will go into the wall causing your jump trajectory to get skewed.
- There might be more bugs but I haven't tested every nook and cranny of the game, I just did a normal play-through till the end.
Final words, although I hated it at first, I grew to enjoy this game over time. This is definitely for a niche audience that likes really high difficulty (as I do sometimes). There are quite a few annoying bugs that can hinder you but nothing completely game breaking, so good job to the dev for that :)
Thank you for playing it! I can’t believe you did the entire thing. Honestly, I’m impressed. I’m gonna try to touch on everything:
The checkpoint system was the first idea I had, and what made me pursue this genre. I’m glad you liked it! The music idea with it changing between stage style is genius and I’m going to absolutely use that!
Control is something I’m definitely going to work on tuning. I want to up the friction and just need to find a good balance. The bounciness is one that I want to have a touch of, but I agree that there may be too much currently.
Jump cancel is another amazing idea that I’ve never thought of, and I’ll definitely put in!
The arrow color is something that I never thought of until I started making a mobile version and ran into it a lot there, but I 100% agree that it needs to be more visible in beginning stages, and this will get fixed.
Level design/beginning difficulty will absolutely get fixed. The level was extremely rushed with what time I had left before I had to submit it. I had to submit a few days early due to work not letting me work on it Monday/Tuesday before submission. I’ve already reworked several of the later screens, but agree completely that it starts off way too strong. Rushed level design again, but won’t be like this in the end game.
The double jump momentum bug has been fixed in the post jam version! You are able to jump up when you have the power up, even if you were traveling down. I know that doesn’t help now, but it has been fixed :D
Friction on the edges and slowly slipping is incredibly annoying and I didn’t have a good way in my head to fix this until today. I have an idea that hasn’t been put in yet, but agree it needs to be fixed as you are 100% correct that it can ruin a jump horribly.
Wall clipping: I don’t know what’s causing this but I do know what you’re talking about. The collision mask the squished sprite has shouldn’t be interfering with the wall but it definitely is and I m looking into fixing this. There’s a few tight jumps that this bug absolutely ruins and it’s obnoxious. As with the friction bug above, I want the game to be difficult but fair. This and the last bug aren’t fair for the player currently.
Thank you again for playing it! I’ll admit I was nervous for your feedback, but it’s all incredible and I appreciate it more than I can express. Thank you so much for completing it! It means so much to me.
you was not lying :,)
Its about sending a message.
It's definitely a rage game, I didn't get very far haha.
That's not a criticism of the game though, it clearly has a specific target audience and I think I'm just not in that. There was details I liked though, being able to choose your checkpoints is quite a good mechanic and helps give a little bit more control to the player, which is a plus. The percentage loss showing up when you fall is also a pretty entertaining mechanic.
Thank you for giving it a go! I appreciate you trying it!
Really addictive! Love the detail of showing how much percentage you lost when falling from high up
Appreciate you taking a look at it! Thank you for playing!
Infuriating. Annoying. Evil.
I love it.
Exactly what this kind of game should be. The simple art style is used well and the squares actually manage to have some personality. SFX also support the game well.
It's simple, it's not flashy but it's packed full of gameplay.
Appreciate you trying it out and thank you for the kind words!
very interesting concept for a platformer, funny sounds.
it is a bit unclear how the theme of shadows ties into the game, though I do see you used potions.
I enjoyed myself!
Thank you for trying it out! Shadows was going to be a level that I ended up not having time for unfortunately so I 100% agree. Appreciate it!
why/10
jokes aside tho, for a second game on gamemaker, this is really fine, i appreciate the effort :D
I appreciate you trying it out!
OMG, I hate it! In a good way, though) Says "RAGE" in tags and delivers on that promise).
Could definitely use a lil polishing like adding a gauge on arrow and, maybe, goofy textures here and there, but it definitely has it's own charm already)
Thank you for checking it out! Arrow gauge is great feedback and I’ll do my best to add it to a future build. I would absolutely love to redo all the art eventually too so it’s not so flat.
Thank you again for trying it :D
Well done in trying something new. Honestly I wasn’t a fan of the control scheme. I know it’s meant to be challenging and not just a normal platformer but it was pretty frustrating. Still a good project overall. I could see this working well on mobile devices with touch screens.
Thank you for giving it a shot! I appreciate it :D