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A jam submission

Trair The SquireView game page

Submitted by FalconJon — 15 hours, 37 minutes before the deadline
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Trair The Squire's itch.io page

Results

CriteriaRankScore*Raw Score
Theme/Limitation#423.5003.500
Technical Implementation#443.3753.375
X Factor (overall enjoyment)#533.2503.250
Music/Sound#573.1253.125
Overall#603.1673.167
Fun/Design#663.1253.125
Graphics/Animation#902.6252.625

Ranked from 8 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Did you credit all assets in-game (including your own) as required by the rules?

Yes

Team Size

Solo (1)

Will you continue work on the game after the jam?

No - only made for the jam

Which diversifiers did you use, if any? (optional)

Shapely

What tools did your team use to construct the game? (optional)
Godot 4, Aseprite

Which art and audio did you / your team NOT create? (optional)
All Music comes from Juhani Junkala - SubspaceAudio https://opengameart.org/content/4-chiptunes-adventure

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Comments

Submitted(+1)

Fun game, just a couple criticisms

1) As a concept, it's a little basic. I feel like I could see it on like coolmathgames as just another time wasting platformer if that makes sense. Now I'm not saying it's bad because of that, there are plenty of good platformers out there (Celeste), but it's just lacking the time and effort put in to those other games (which makes sense since it's a jam).

2) The player's acceleration was really slow. I feel like more sensitive movement could've helped a lot, since the slow acceleration threw me off multiple times.

3) There was a point (I forgot where) that I just stood on spikes lol

Other than that, I really enjoyed it. The enemy variety was a really nice touch, and art and music were fitting and done well. Good stuff!

(Also if you could play my game as well I'd appreciate it)

Developer

Thanks for the criticisms. Ultimately I spent a little too much on backend coding and too little on the actual level design which would probably attribute to your first point. I had a few more ideas on puzzles using the checkpoints that in the end didn't get time to work on/put in. I was also wary of not wanting to make it too hard as it's a jam as well.

Definitely want to see what further I can do with this backend though - I won't be continuing this game directly but interested to see if I could come up with a good prototype for a platformer level. I'll keep in mind you point on the acceleration going forward.

Submitted

No problem! Usually, platformers have 100% sensitive player movement, so that would mean if you switch from left to right, it switches instantly. You could also take inspiration from platformers like Celeste for the character controller. And as for the first point, I completely understand. Usually I try to scope down to the point where I'm making a really small game with few levels completely based around a unique and fun mechanic, so I'm not spending time on things like art, and that's what has had the best results in the jams I've done.

Submitted(+1)

Solid job with this one. Picking up and moving the checkpoints was a nice touch. Was not expecting multiple enemy types, so kudos on that! Great choice of music and sound to fit the 8 bit aesthetic

Submitted(+1)

Excellent game. Liked the simple estetic where the lighting effect adds an extra dimension to it. And also the creative use if the multi-purpose checkpoint. Great work :) I really enjoyed playing it.