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Chipp's Island Adventure's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Overall | #11 | 4.078 | 4.078 |
Actually Fun | #11 | 4.067 | 4.067 |
Sticking to the Rules | #12 | 4.300 | 4.300 |
Promoting the Restaurant | #13 | 3.867 | 3.867 |
Ranked from 30 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
What an adventure! The pacing and progression are immaculate, I like you have a choice which way to go right form the get go, the platforming challenge is really well tuned, and the upgrades are great fun. Just consistently impressed me more and more as I played, when I dropped in to see Jambon my jaw literally dropped. The final scene is incredible, it was so cool seeing everyone come together and then that final battle! WOW! One of the most memorable moments from this year's Jam for sure!
Surprisingly fun to be a car in a platforming game. I especially love the reveal of the secret lab level. Epic finale with great dinosaurs!
Love how you created such a huge open world but still managed to make each area feel unique. The animation and cut-scenes were top notch too. Great stuff!
Really impressive scale and ambitious structure, honestly kinda shocking you pulled it off at all, let alone so nicely as this!
So much fun! I love how the upgrades appeared visually on the character when using them.
An open world metroidvania platformer? Count me in! Everything about this I enjoyed! From the humorous writing, to the beautifully realized 3D models, to the super fun power-ups! Also, the cutscenes were really well directed. Excellent work!
The cutscenes and plotline in this game were awesome. Really nice art-style and graphics, too!
This is an incredibly well-realized 3D action-adventure/platformer. I love the environments, character models, and animation. The writing and cutscenes are also great. I would legitimately love for this to be fleshed out into a full gam, it has the charm of Psychonauts.
This was a lot of fun. Loved the layout of the world and the big recognisable elements that you could see from afar. The upgrades made exploring really engaging as well. Very nice work on this one!
Great game! One of my personal favs, I think you did a really excellent job with the upgrades, each of them were fun and really worth getting (especially the pretzel tires). My favorite level was the underground lab, it was really cool!
(Also, really love the characters and the finale was hype!)
This game was so fun! the upgrades really made exploring the island such a treat. Platforming as a car was a little tricky, but the checkpoints were generous and I was never frustrated. I actually yelped with joy when I discovered Jambon's area. The lack of audio does stand out, but otherwise, I love this.
Absolutely, personally I think that sound design/music is just as important as visual design (if not more at times). Which is a shame that I completely dropped the ball for it for this game jam. I think this might be a good chance to use this as a learning experience, and build a library of stock sound effects beforehand. Glad you enjoyed Jambon's area, I had a lot of fun thinking about on how to make a secret lab/factory.
Really loved the way upgrades were incorporated. Each one felt great to use. The finale was something special.
Glad the finale was able to leave an impact! It was something I had in mind in the early stages of development, but in the end (in game jam's fashion) I found myself frantically working to complete it only on the eve of the submission time.
You did a great job with the spectacle of it. It's not easy to pull something like that off. Even more so under such a time crunch.
another game with a really really good sense of escalation. i loved that. every power you get feels impactful and lets you explore and break the game in different ways. i had a really great time
Thanks! I like to think that being able to "break" the game is just another form of player expression.
very much agree. you crushed it
I had a pretty good time with the game, took me a while to get used to the controls but I found the powerup progression and platforming to be pretty satisfying.
This is an interesting take on a 3D platformer, and the idea of exploring for the upgrades you need makes sense. The movement system is also interesting, though you could explain it a bit better (the ability to instantly stop mid-air is essential, and I'm still not sure what the "launch chicken" part is for). However, I think there are some issues with the progression overall:
SPOILERS:
When I first started I exited the restaurant before talking to Squandrick, and when the cutscene started I was afraid I missed something so I quit and restarted. Then when I got into the open area I started by going up the volcano, and when I got the upgrade not only could I not figure out how to use it (I see how it's in the instructions but even the character saying "use left click or left trigger" would help), it seemed to remove my ability to jump. I wasn't sure if that was intentional (I was using controller if that matters), but I couldn't get back to the mainland without that, so I quit and restarted again. Then I got across the bridge by jumping around the pillar of goo, got the climbing and water powers, got to the endgame, and then couldn't figure out how to get the blunk--I'm assuming there was a powerup I missed that was supposed to let me touch goo, but that wasn't signposted at all, so I had to quit there.
Hi VincentSIFT,
My apologies, it seems like you had a rough time. Talking to Squandrick is optional, so don't worry you didn't miss anything. The not being able to jump temporary after dialogue appears to be an odd intermittent bug tied to Taxxie, I uploaded another version with the hopeful fix. There is only three power-ups so you got them all. I included a text in the final cutscene that gives more direction on what to do next. Truthfully, I didn't have time to finish the game, so after the final cutscene you didn't really miss anything thereafter, so consider that a win. Thank you for the feedback!
UPDATE: the bug with the dialogue should be fixed in the most recent update. The issue was cause by a bad logic when speaking with Taxxie where the player would trigger to enter dialogue with Taxxie at in invalid time, making them stuck in dialogue mode, locking them out from certain inputs. If you are playing an older version, the issue is caused when speaking to Taxxie when they are turning back to the straw. To fix the player input you can speak to Taxxie again, but do no mash the interact button after the final dialogue. Again, this is fixed in the latest version!
Was I supposed to need the Taxxie upgrade in order to beat the game? I never got it in my playthrough that got to the final boss, and jumping around that goo pillar feels like an unintended sequence break. My guess is that you can use the boost to jump to the blunk from the top of the dino (which I did climb), and I obviously couldn't do that without the boost.
Ha, I also realized that you technically reach the end game without the boost, but I didn't realized that it would also prevent you from getting the Blunk. I am currently working on a new patch to make boost power-up mandatory, and also adding some instruction along with it. Just a note, the goo can be frozen with the chicken, my apologies this was not explained anywhere in the game, I will also try to resolve that with the patch.
Yeah, it wasn't made clear at all that the chicken could freeze the goo--I assumed since you could easily jump over the goo puddles in the beginning with the chicken that's how it was helping you. So is the intended way to get across the bridge with the goo pillar freeze it, then boost through it? I don't see any other way the lack of boost would gate me from the end of the game.