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A jam submission

Gustavo Go!View game page

Run, jump and dash to the beat to gain speed and contest with others' times in this fast-paced rhythm platformer.
Submitted by WayfarerGames (@WayfarerDev), Arcy (@arcywastooshort), Etienne Coemelck (@EtienneCmk), FungusBones — 4 days, 5 hours before the deadline
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Gustavo Go!'s itch.io page

Results

CriteriaRankScore*Raw Score
Overall#113.8953.895
Sound#114.0534.053
Fun#143.7373.737
Creativity#153.9473.947
Visuals#243.8423.842
Rhythm#303.4213.421

Ranked from 19 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Did you use the theme? If yes, what is your ___ in "every ___"?
every jump/dash on beat gives you a speed boost

What was your team size?
4

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Comments

Submitted(+1)

This is really fun to play though I'm not very good xD! I love the characters design and animations as well, and it was really cool that in the beginnign of a level, you are shown what the level looks like. This game is very put together and polished and it's impressive that this was done in a week! The music is really fun as well!

Submitted(+1)

Very well put together, can't believe this would have been done within the week! It feels very good to play, and i like that rhythm aspect adds a boost. Can't believe there's so many levels as well???? This is super solid and impressive

Submitted(+1)

Pretty good game! Visuals are really cool, gameplay is kinda original and overall it feels nice!

Some gameplay feedbacks:

It just felt super confusing to me to get used to the mechanics despite the tutorial, there are some sections that naturally I go offbeat because by using jump or dash would land me in a dangerous situation, while the boosts are welcomed you are not expected to use them everytime.

I also didn't know what the blue arrows did until I used a dash accidentally on them, I thought they were triggered as long as you touched them. The jump pads also are a bit confusing because at first I believed the player was jumping by himself and then I noticed the little pad there. Some particle effects and more visual and sound feedbacks might have helped me noticed that they were there/I used the pad.

I admire that there's a global leaderboard system xD
I wanted to try and apply one to my game as well but unfortunately I had no time for that...

Good job guys!

Submitted(+1)

pretty challenging! the leaderboards are a nice touch :)

Submitted(+1)

nice, this one feels really polished! :)
the platforming feels great!
love the visuals!
the only thing was that to me it doesn't really felt like a rhythm game.
but great game! ;)

Submitted (1 edit) (+1)

Okay, this is a really solid entry! The movement is fast, dynamic and satisfying. The controls are basic, intuitive - good. The music is just straight up FIRE. Especially the track from lvl3, which just reminds me of the soundtrack from NFS:MW (ah the soundtrack in that one :D ). The player animations are also pretty neat :) A huge layer of polish as well, which is very impressive.
Criticism-wise, the blending of styles is very inconsitent. The trees in the background feel very cartoony, wheras the bushes and trees in the foreground have a far smoother look (which I think suits your game a bit better). Then there's the stretched default cubes. The beat visualiser and the hook-dash are another style completely, reminiscent of the lights and heavy bloom of Hollow knight's soul, or Ori and the Blind forest. You can absolutelly go in any of these directions, but you can't really go for all of them at once - it makes the game look quite a bit messy. Again, interface design, scoreboard integration and the movement is excellent and just juicy, just the visuals seem a biiiiiit all-over-the-place. 

Just something completelly random, one time when I restarted (possibly after disconecting from internet, or alt-tabbing), I got respawned into a black scene, with the counter numbers overlaying on top of each other. Only happened once in over half an hour of gameplay, so it's rare.

Developer

I agree on the style inconsistancy, it's mostly because our artist never really did environments on games, and he had to learn how to do them from scratch basically, also we were putting off changing the default cubes for too long and in the end, we didn't have enough time to change those :P

I noticed that bug once too, no idea what could cause it 

Submitted(+1)

Whoa, insanely polished for a 7-day production. Very impressive, great job!

Submitted(+1)

I’m very impressed! Glad they put in a checkpoint system as well, since there are difficult parts in each level. Well done!

Submitted(+2)

Levels are a bit too hard for me… and I wish there was a clearer indication of when the boosting beat would happen (since I was busy not dying). Or just have it be on every beat :P

Submitted(+3)

Very polished rhythm platformer. The paper-like visuals on 3D environments work surprisingly well. The way triggering a boost beat alters the music is also really cool. Seconding the idea of having the boost beat gimmick just be on every beat, however.

Submitted(+5)

The concept is very neat, but I would have preferred to have a boost on each beat, the gameplay would have been way more satisfying and nervous. Also the art doesn't really fit with the music, especially on the first level. They are both neat tho, they just don't really cohexist. 

It's very polished tho, as expected with you guys x)

Submitted(+1)

I got the top score on (most) levels. What can I say except I enjoyed the game (but screw the third level). I always love to see adaptive soundtrack!