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A jam submission

Theres too manyView game page

Submitted by haddle — 9 minutes, 54 seconds before the deadline
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Theres too many's itch.io page

Results

CriteriaRankScore*Raw Score
Audio#162.7493.286
How much do you enjoy the game overall?#192.7493.286
Gameplay#212.6303.143
Visuals#212.3902.857
Overall#212.6303.143
How well does the game fit the themes?#252.6303.143

Ranked from 7 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

How long was your dev time?
3 hours

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Comments

Submitted

Good submission. 

Spike did not kill, and I suspect they were meant to.

The crumbling platforms did not always crumble, and I think they should do after second or two even if it were single jump of.

The game needs a background image, the blue color is just so bland, even if it is as simple as a gradient between colours would be good.

I landed in a hole that I could not jump out of or kill myself to reset.

Submitted(+2)

This is a really cool way of interpreting the theme!

When I played the first level I thought "Cute platformer. Not bad, but how does this fit the theme?" but then with the second level it became clear.

All in all I really loved this game.

I have a few nitpicks:

It's pretty precise to jump ontop of an enemy to kill them.
Also the camera often is too high so cou can't see where you are jumping.
And on the level with the spikes the lazers acted weird.

But I still had great fun with this game, good job!

(+1)

Thanks so much! 

While I am writing a reply, here's some extra information if anyone was curious!

Originally there was going to have a few more levels and some more puzzle like mechanics (e.g. jumping on an enemy to get extra height, this still happens in the final game though!), but our team shrunk from three to two and so we just had to cram as many as we could into the game to make the theme actually work. It would have been a little disappointing with just 'Too many platforms' and 'Too many enemies'. 


As for the nitpicks, I was aware of those, but we simply ran out of time; I had about 27s remaining and the last thing I did was create the spikes level in about 5min.

Enemy sprites were added pretty late, after I had already written the 'move-back-and-forth-without-falling-off-a-cliff' code, and I simply didn't adjust the hitboxes to be smaller. You also only kill an enemy when your velocity is going down, which in my head seemed fine, but maybe it would be better to do something else.

Camera related issues are annoying, I didn't want to add triggers to change the offset of the camera, mainly because we had bigger problems. Instead, we just added a couple of platforms so you can at least step down one by one instead of making multiple leaps of faith most of the time. I wrote the code for the camera in about one minute, so I was not surprised that it had a few issues.

Lasers are weird for two reasons, one (on the lasers level), because for some reason one of the spinning lasers was showing an incorrect value for the rotation speed, which I still have no idea why it is happening, so one of them just does not spin and shows a short laser facing upwards.

And two (on the spikes level), because I just disabled the collision for the ground of the spikes level so I could kill the player when they intersected it, and then when we added lasers going left to show them just before the finish, they go through the terrain. But we didn't notice it early because they just happen to line up exactly with those three platforms and were not visible at the start of the level. There was also an issue where GitHub accidentally decided to eat our changes to the level for a while because Godot kept changing resource ID's, some frantic merging and we lost some work (including placing the lasers). 

The spikes that appear on every other level also do not actually kill you, because I forgot to set the collision mask to players, it will try to kill the platforms though!

Also, there is a softlock on level two which got left in because of my rapid placement of platforms near the finish. I hope it hasn't got too many people, oops!


TL; DR we ran out of time to fix the issues.

Submitted

I understand that, this is a very ambitious project for a Trijam and the result shows that.

Submitted

For 3 hours, twas a pretty fun game.

IT WAS AMAZING, SO COOL, CANT WAIT FOR A SEQUAL