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Pogo Boy Saves The Day!'s itch.io pageJudge feedback
Judge feedback is anonymous.
- Playability - Easy to pick up, fun to master. Good tutorial. Polished, I did not encounter any bugs. Satisfying air control, it's nice that you have a bit of leeway in landing angle. - A little bit difficult to get stars on certain levels despite pretty good execution due to the time metric (give a bit of padding for accessibility, even below average gamers want that shiny star!). I would try a 3 star system, one for each metric you track at the end, as well as implementing a bonus star system where you can introduce level specific challenges, such as perhaps doing a 1080 on level 3, or not landing on your head, or not breaking any boxes, etc. You could also add a leaderboard in the future if speedrunning is a direction you want to take with this game. - Some controls features I'd recommend: make controller triggers and right joystick also spin, make spinning axis based instead of on/off so that you can slowly or quickly spin (on keyboard you could introduce a mod key such as shift to slow down spinning) Theme Implementation - Being a superhero certainly embodies the theme. Cleverness - Great platformer innovation. Feels similar to how I might feel playing 2D Sonic games. - Add some powerups! Maybe one that turbo boosts your spin rate, makes you invulnerable, maybe allowing multiple air jumps, etc. Gives players something to aim at high in the sky. - Add some environmental obstacles/enemy variety! So far the enemies can't hurt you and simply walk around. Maybe there are pedestrians/bystanders that you have to avoid, pitfall traps, tar/concrete pits in construction zones that slow you down, etc. Artistic Style - Charming pixel style, though there may be some pixel perfect inconsistency/stretching issues. https://www.youtube.com/shorts/FCJWPYqV0TI?feature=share - 360, 720, etc popping up is a great detail! - "Poop" graffiti is a bit crass, I'd recommend a poo emoji, etc, to keep it more kid friendly. - Great color choices, love gradients in pixel games, though a trick you can do: although your game is a pixel art focused, you can use vector graphics for BGs and skyboxes and it'll still look nice, if you want. Same for on screen text, see Celeste as an example. Rife with potential, I can easily see the finished product after some polish and gameplay work. Great job! Thank you for participating!
Link 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
It reminds me a lot of poggo stuck, but removing all of the rage inducing elements XD.
Extremely fun, the theme interpretation was really creative, the controls feels really nice and just moving around is already entertaining.
Can't really praise enough!
Thanks for playing and the very nice feedback :)
The gameplay is very creative, I had a lot of fun playing, and I love the colors you used.
I had fun flipping around for no reason than style points. Controls are good, levels very approachable. Great job all involved.
Thanks for playing!
Lots of fun! We put probably too much time into beating the dev time...felt great to control though and I love how much room there was for optimization.
O_o wow. You've given us the highest compliment. Thanks so much for playing! You shaved a whole second off my time for the tutorial level... not sure how you did that!
I'm a huge fan of the art and color palette in this game. The controls feel interactive, and controlling the player feels very good.
Satisfying to play, very smooth controls (even on Keyboard). What made it really click was recognising that the particle colour had something to do with the jump height. Fun to have the developer's best time posted as a challenge!
Thanks for the feedback! Nice to know keyboard and mouse feels good, we mainly tested with controller.
Really like the ideia of stomping the enemies and you did a really good job with the game!!
Thanks for playing!
The level design feels very thought out and deliberate. I couldn't get all stars yet, but even just jumping through the levels was interesting.
Thanks, we wanted everyone to be able to finish the game even if they don't use advanced mechanics!
This is a really well-thought-out mechanic with just the right amount of additional functionality to keep it interesting and varied. :D
I would've loved some sort of visualization for the correct timing (at least in the beginning) to prevent confusion when momentum is lost on a bad input. But that's just me. I get anxious in timing-based action chaining when I don't have feedback (visual or auditory) for the correct timing.
It's amazingly complete and polished, btw. Respect!
Thanks for the feedback. I made the jump timing forgiving to combat the lack of tutorial on this front. Thanks for playing!
Nice! Very polished, had a blast. Sadly my time didn't get displayed and sometimes i didn't get my orb after a 360. Realy nice art.
For your total time to display you have to get a star on every level. Thanks for playing!
Ah, thank you very much.
This is great, it's like pogostuck but not absolutely impossible lol. Great work!
People keep saying pogostuck, i'll have look that up. Thanks for playing!!!
Omg, I love it! I can tell there was a lot of love put into this.
Thanks alot, glad you enjoyed it!
The art feels super cute an nostalgic! I love bouncing around and doing flips. The flips especially are a fun way to get boosts in the level. I can definitely see how there are more mechanics you'd like to implement! I imagine some sick pogo combos in the air 😎✨
Glad you liked the art of the game, thanks for playing our game!
The game is well-paced, and the mechanics are introduced timely. The jumping feels good when you get it right. Well done!
Thanks for playing our game!
Very nice idea! I like the feeling of pressing jump at the right time to make a bigger jump - it feels rewarding.
The rotating thing didn't feel that good though - but I played with keyboard, so I imagine it feels much better with controller sticks :)
Great submission! And kudos to Godot! :)
Thanks for playing! Keyboard does take a bit more getting used to, but it worked so well with controller we had to continue.
Cute game! I liked the pogo mechanic and timing the jumps, that felt good. I kind of wish the rotational speed was little bit faster since it seems easy to lose your flow if you hit something. The art was very pretty, and seeing those lil wolves running around town with their graffiti was nice. I think that levels that focused more on vertical or horizontal directionality would be interesting, rather than having them in a box shape with objectives blocked off between impermeable walls. Something more akin to always be moving in one direction and trying to accomplish the objectives on the way.
Overall great well polished package
That's a good idea for another level! Thanks for the feedback!
Broke through a concrete roof and landed square on some furry's noggin with the force of a meteor impact.
Is... is he gonna be okay?
The game was fun, lol. Well done.
Glad you enjoyed the game!
And yes,
even though some have a comically small dent on their head, they are okay!Our lawyers request that I inform you that this is NOT a furry hate crime game.
Thanks for the laugh :)
Really cool! I think the tutorial level was a great introduction to all the mechanics. The emphasis on speed running can give it lots of replayability. I like the characters, too!
Thanks for the feedback, the tutorial went through a lot of different versions.
Very good! It reminds me of pizza tower where getting good and understanding controls well is very rewarding. I just wish there were more motivations to move faster rather than just highscore time. Such addon would work great with existing mechanics.
I need to go try pizza tower. Thanks for playing!
Great game! I liked the competitive aspect (beating the dev time) the most! The ground punch didn't trigger sometimes, otherwise very smooth movement and satisfying to control!
The ground pound won't trigger if you're too close to the ground or you don't have a power orb. Thank you for playing!