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A jam submission

red bandana adventuresView game page

In an attempt to prove yourself as a deserving heir to your hero, you jump into a well, to become his worthy successor.
Submitted by tod mopel — 4 hours, 50 minutes before the deadline
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red bandana adventures's itch.io page

Results

CriteriaRankScore*Raw Score
Sound#14.0004.000
Aesthetics#34.0004.000
Overall#53.7193.719
Theme#163.5633.563
Gameplay#223.3133.313

Ranked from 16 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

super duper simple and easy, needs more challenging level design

Submitted(+1)

Very well done game, animations are fluid just like the overall flow of the game. Sound is good too. I could not figure out how the jump physics from the walls work, sometimes I jump as normal and sometimes I get skyrocketed to the other side of the screen, but maybe it's just my ancient age. 

Good job! And try out my game if you like :)

Developer

There are a few inconsistencies in the movement mechanics, which I deplore, and I'm currently working on to make the avatar's behavior more pleasant.

Thanks for your comment, it's a real source of motivation.

Submitted(+1)

extremely polished game, love the back story and intro sequence. A lot of cre was clearly put into it. for me I found the grappling hook mechanic kinda unintuitive, and felt it got more in the way than help me which kinda broke the flow when I had a good series of jump/

I think it's because I can't use it when ever I want only at certain  scenarios .

Also love all the secrets and multiple path ways up made me experiment different directions when one way failed repeatedly

But the game is beautiful regardless well done.

Developer

Thanks for your comment, I'm still working on this mechanic to make it feel right, and your comment helps me a lot.

Submitted(+1)

Played for about 15 minutes on a keyboard. Actually managed to get the red bandana and reach the top, but I couldn't get out of the well hahaha

Overall a very good game with great aesthetics (and I loved the soundtrack). The level also seemed pretty good for the mechanics you implemented, and I found the extra challenges AND the portal for potato players like me a huge addition to the game.

Gameplay-wise though, I felt I had a bit of trouble understanding some momentum mechanics of the game. Most of it feels intentional, but it was difficult for me to replicate things I've done previously, or even NOT going farther than I wanted because I knew I'd fall from the platform. For example: sometimes I'd bounce off a wall with ultra speed, sometimes it was normal. Ramps also had the same quirk of launching you upwards when you are running towards them, and even if that is part of the level, first time that happened I had some trouble understanding why I had jumped much farther than normal. My biggest gripe was the hookshot, though. I was never sure when it would be active or the minimum distance, so it was really difficult to use it reliably.

I'm not saying the gameplay is bad, though. A really good moment was when I activated the portal and starting grinding my way up - there was a moment in which I didn't know exactly how I was doing the stuff I did, but I did have a route going on that needed some precise timing, and I was doing everything almost by muscle memory, even if I wasn't quite sure how it worked out. This was a "in the zone" moment that was really cool (and the soundtrack in this moment definitely helped).

The problem is that I think for those kinds of platform games, doing stuff reliably (and showing the user the different states your character may be in) is REALLY important. It could be a "me" problem because I'm not a Foddian kind of player per se, but I'm comparing this game to Celeste (an unimaginably high bar!), in which you are ALWAYS sure what your input is going to make Celeste do because everything is transparent and easy to understand. I'm saying this because this looks like a game that could be polished to an actual release, so if you ever want to keep developing it, it'd be amazing to have this kind of polishing in the game.

Great game with a lot of potential, and definitely an amazing jam entry!

Developer(+1)

Your comment motivates me, it's a very interesting point of view. 

Thank you for the time you spent playing and writing this comment, which will definitely come in handy.

Submitted(+1)

Great art and music, the controls felt very slippery tho, It was still very fun to play, I got the first bandana and called it quits lol, Enjoyed my time, Great game!

Developer

Thank you very much 🙃

Submitted(+1)

(Played the Web version)

It was fun to play. I liked that there were story elements and optional areas. Nice choice of music.

I had the following issues though:

  • The rope didn't always activate when I felt it should have.
  • The top-right optional area was empty for me.
  • I didn't understand what the checkpoint thing was for quite a while. Tried to hold jump key but nothing happened. I didn't use R in my first run, and in the subsequent runs I didn't feel the need to activate it again. By pure luck I pressed R in a run where I was messing around.

Also, if you spam all 3 jump keys you can move really fast, not sure if it was intended.

Finally, I was able to achieve a time of 00:00:000 using the following strategy:

SPOILER

  1. Hold left when the game starts, this will prevent you from tumbling down to the bottom. The timer is not started.
  2. Carefully move down and get the rope. Although jumping isn't enabled, you can still achieve this using walljumps.
  3. The rope and walljumps are all you need. Spam the 3 jump keys to get huge momentum.
  4. Beat the game. Your score will be 00:00:000.
Developer (1 edit)

I'm impressed that you were able to find this bug and that you took advantage of it to finish the game in these conditions, it makes me strangely happy. I wasn't able to reproduce the "hold left" bug, but I know what's going on.

to talk about your problems:

The timing of the rope is indeed short, when I developed this feature I thought it was a good idea. but it simply adds difficulty where none is needed.

the room on the top right hides the famous red bandana which disappears after a minute of play time, you have to be quick to get there, I'd still like to add a reward element for the daredevils who get there in +60sec.

I didn't put the controls in the pause menu, maybe that would have helped you to know whether you could press R to start again.

Congratulations again on your discovery. 

Submitted

Re: red bandana: Ah, I see.

Re: hold left bug: Ok for some reason it only works when rendering the game at more than 60 fps (e.g. on a high refresh rate monitor while not in fullscreen mode). If I limit the browser's refresh rate to 60 or below, the bug doesn't happen.

I'm on a >60hz monitor, so I will be checking all the games I've played here to see whether I played any of them at 2x speed due to delta time stuff. Luckily it appears that this game handled it properly, with the exception of this bug and maybe some minor stuff that I couldn't find.

Developer

thx for those intels, very interesting. 

Submitted(+1)

Really fun, expansive map, super immersive, awesome controls, pretty graphics, everything about this is amazing! I'm a little bad at using the rope but the controls are nice and it's really fun using all your different moves. Amazing job!

Developer

Thank you very much. I’m glad that you liked it. 

Submitted(+1)

Super fun, it looks and feels super polished! Great art and music. But the jumps are sooo inconsistent. I'm probably just bad at it, but sometimes I jump very little and sometimes a lot. Especially on the sloped sections I could never get the big bounce on purpose. Also I'm not sure how momentum is involved in this but it's such a generic theme that who cares. Great entry!

Developer

Thank alot for playing, i’m glad you liked my game.

I agree about the inconsistency of the jumps. I'd like to change that so it's more respectful of the player. the slopes are precisely an element that allows the avatar to increase its momentum to jump higher and farther.

Submitted(+2)

That was an awesome experience tbh. I love how the mechanics and the fast pace make it so learning how intricate the controls can be dont come to you for a while, but when they do, you learn to tackle the map so differently, just like a good foddian should! Sadly i never was able to beat it lol but 10/10

Developer

thank you so much for your feedback, it's really cool that you liked it.

(+2)

I feel like this game is so close to being really good. The character is just a little too hard to control/unpredictable. I think a little more tweaking on the player controller and this will be an extremely fun game.

And fwiw, I did play for a solid ten minutes because I kept wanting to go one platform further.

So the addictive element is definitely there :)

Thanks!

Developer

thank you very much for your feedback. i intend to work more on the avatar controls

Submitted(+1)

The rope feels a bit awkward to use at times, the window to activate it is a bit too small in my opinion.

I like the optional extra challenges, and the intro was a really neat idea. The music in this is amazing.

Submitted

great idea, great execution. just not everything is there

Developer

Thx but can you be more specific please ?

What do you mean by just not everything is there ?

Submitted

like the whole thing is hard to control in general, the player’s a bit heavy and more random in their run spurts. I don’t know if it’s intended but I can just wall jump up the way I fell and the grappling hook’s alright but it’s kinda weird with somtimes it deploying within walls and sometimes it doesn’t deploy even if it should be able to

Developer (1 edit)

the controls you describe are indeed sought-after, too bad they don't work on you.

and there are obviously behaviors that deserve more polish

thanks for your feedback