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A jam submission

Grizzly Creatives: JumpcatView game page

Submitted by Al, UP896480, PyroManiac63 — 12 hours, 13 minutes before the deadline
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Grizzly Creatives: Jumpcat's itch.io page

Results

CriteriaRankScore*Raw Score
Innovation#192.1652.714
Gameplay#201.7092.143
Overall#201.9372.429

Ranked from 7 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 appreciate when a game have sound effects. I love the concept, stands out a bit from other game in my opinion. Even though the game would occasionally, glitch out, or I would get stuck I loved playing that game. 

Submitted

I really enjoyed this, the sprites look great and the visuals are clean. I love the different items and that you have to pick them up and move them around, even if sometimes they didn't work as intended. The game could definitely benefit from communicating to the player how use them but it seems you were aware of this. I think with a bit more time spent on polish this could be a really fun game! Congrats!

Nice attempt! Sometimes the character would stop moving, or stick, other than that, this was really well thought out, and a nice platformer to play!

Submitted

Looks decent and i liked the sound effects. 

I found that the game would randomly stop and kind of glitch or just pause? I couldnt really work our whether it was a mechanic and the game was meant to be like that or not. 

I did like that the game was a different concept to mario yet still followed the whole platform vibe! Decent effort!

Submitted

Cool game, I love the sprite and sound effects. My character did keep getting stuck though which was a little annoying but apart from that great game well done!

In the future, list everyone who worked on the project as a contributor on the submission. A submission that clearly demonstrates platformer mechanics whilst introducing some more unique experiences, particularly with the interaction with items.

I may have overlooked something, but the game fails to teach the player how anything in the environment works. If you have unique items in the game, clearly demonstrate or instruct the player how such objects work. Was fairly confused how the world interacted with another which made progressing through the game a test of patience. In addition, the cat seems to get stuck on objects incredibly frequently. Was this intentional? It didn't appear to be the case, but exploiting that fact worked was the only way to progress, due to the lack of understanding of how items worked.

All in all, this definitely demonstrates the fundamental basics of what make a good platformer, but there should have been a focus on actually teaching the player, indirectly or otherwise how the game worked. Think how titles like Mario teach the player about new mechanics. Good work overall.

Developer (1 edit)

Hey Charlie, thanks for the feed back

I thought I'd clear a few things up. Originally we were going to have a intro screen showing the instructions and a brief description of the items, but for some reason every time we added it to a room in the game, the room would just be blank, so we instead decided to just give a brief summary in the description, which we did for the controls but forgot to do for the items so that's on us. As for the cat getting stuck, we did add wall clinging as an additional feature that we were looking to utilize in future levels but just never got round to it. The only thing in the game that I can think of that your not supposed to cling to was the Mushrooms (Spring Platforms) so if you got stuck to them then that is a problem but everything else was intentional


Just to put the point out there the items work like this

Jump Pad(Brown Box): Jump on top, face direction you want to go, press W and it will launch you in that direction. Can be picked up and placed

Ladder (Orange Tub): Press W when overlapping with it to climb it. Can be picked up and placed

Mushroom (Spring Pad): Jump on top and be launched directly up

Buttons: Activate an event but only for 5 seconds

Switch: Activate an event permanently

I see. Thank you for the clarification. A key design skill is how you teach mechanics to players, as they need time to figuring out how such things work out and such. Throwing multiple items on the player at once can be potentially overwhelming, and so you should consider how and when to introduce additional items to the game.  Think of the Metroid series, they introduce an item and base a series of rooms around getting used to and mastering said item. Once that cycle is done, they repeat with a new item, eventually introducing rooms which requiring mastery of a range of items to complete. Something like that, but on a smaller scale would have drastically improved the experience. Clearly demonstrate how such items should be used. Great work nonetheless.

Submitted

A good attempt at the platformer type game, liked the layout of the design and that you could use objects to get further up the map, having different levels also made this stand out to me and made it more challenging to find the correct method to get to the exit, loved the sound effects of the cat jumping which made me smile and the object sprites worked really well, would of liked to of heard some background music while playing this, or even a starting screen but still loved the game overall so well done!