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A jam submission

Journey to the GemView game page

Submitted by jojoman941 — 23 hours, 10 minutes before the deadline
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Journey to the Gem's itch.io page

Results

CriteriaRankScore*Raw Score
Player feedback#44.4004.400
Level Design#44.4004.400
Gameplay#53.6003.600
Overall rating#53.8003.800

Ranked from 5 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Submitted

I really like the platforming physics and I'm impressed with the wall slide and wall jump mechanics! Unfortunately the game still feels a bit difficult on mobile, but that might be just difficulty from the level design coming through. Overall, well done. I want to note that the main menu UI for the mobile version has all the buttons smushed together on top of each other so it was hard to press the play button.

Submitted

Hey! I like the art for the game and it all has a cohesive feel too it. I like that there was also an option to switch back and forth between the keyboard and mobile inputs. Although I didn't see an option to get to get back to the menu when I wanted to review the controls again. All mechanics seem to work fine other then wall jumping which I seriously struggled. The dash key on the keyboard was pretty awkward for me too reach. I would have liked for it to be the shift or control key. Overall, great mechanics and neat UI!

Submitted

Besides the controls being a little awkward the game is great. The player is very responsive and snappy, the level design made great use of the player movement requiring various combinations of jumps, dashes, and wall jumps.

Very cool game, art style choice is very well made and consistent. I couldn't play for long though due to not being able to jump to a high cliff and having no way around it. Since its a mobile game I can see how it would be easier to use my thumbs to press each button so that was why I couldn't move on. 

Overall, the game creation choices were very well thought out and it was a very enjoyable game. Although the wall jump made it hard I still thought it was a solid game. Keep up the good work.

I love the UI and art of this game. It's cohesive and has smooth animations. The mechanics feel good and are satisfying to use. The level design is very challenging and rather difficult to complete. I was able to get level 1 on my computer but not on my phone, and I couldn't complete level 2 on my computer. Having easier levels to introduce the mechanics more slowly and making it less challenging might widen the audience accessibility.

Submitted

The game was something, actually have to say giving the player the option to turn off and on the mobile inputs is really smart I don't think anyone else has done that to their game, this will be something to keep in mind the feature when developing a game that allows player to choose their methods of playing a game either for mobile device or other console. While the game is good and inputs is unique the only thing that really needs to be work on is the wall jump mechanic while I see there was something going for it, there seems to be more work on it since I can't seem to be able to get pass the spikes traps that's on the side of the wall plus the player has to hold the key for the wall jump to work and not to let go its quite an awkward way of wall jumping which doesn't work as well. Other than that the game was enjoyable at least until the wall jump section.

This is a cool game, I really love the art style and the character animations! I struggled to get past the wall jump in level 2 though, because the jump mechanics made it really tough to clear the spikes, and the dash button is a little hard to reach on keyboard. The level design in general is really nice though!

I also noticed another small problem where if I play on mobile, the jump button instantly uses all of the jumps, at once, and might even happen twice because he jumped extremely high.


I had a lot of fun!

Submitted

The game is good. I like that the player is given the option to turn off and on the mobile inputs, so that it doesn't block up the screen. Regardless of the reasoning for this decision, I think the wall jump needed to be set to work when the player was holding onto the movement key button and not when they let go of it, because it feels a bit awkward to have to do so.