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Super Jump 64's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
How well did the game follow the theme | #6 | 4.000 | 4.000 |
Unexpected or surprising elements in the game | #6 | 3.000 | 3.000 |
Quality and fit of sounds and sound effects to the game | #6 | 3.200 | 3.200 |
Overall uniqueness of the game concept | #7 | 3.000 | 3.000 |
Were game visuals true to the N64 style | #8 | 3.200 | 3.200 |
Overall | #8 | 3.233 | 3.233 |
Cohesiveness of game elements | #9 | 3.000 | 3.000 |
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
This looked really cool, but the camera movement really made it hard to see what I was doing because of the auto rotation. The double and triple jumps were really hard to do in the tutorial too, so I couldn't get past the triple jump ledge to do the rest of the tutorial. The procedurally generated levels were super cool though. But, I couldn't get up into any of the platforms with the zero seed level. That said, this fits the N64 visuals super well. This could be a really cool game if you fix some of the issues.
After getting feedback and seeing it played on the stream I wish I had included a more in depth explanation on the controls (along with more time to fine tune them :P). The triple jump requires some momentum to take effect and for some reason I find it to be much more difficult with the space bar vs. a controller for some reason. The majority of seeds I tried I was able to reach the end by heavily relying on the side flip (which also isn't explained very well in game but works similar to the side flip in Super Mario 64) and triple jump.
Thanks for playing!
I really wanted to enjoy this, but the combination of the camera constantly swinging around and my cursor not being locked made it very difficult to play on controller (even nauseating at times). The lack of textures in the tutorial section made it hard to see what was happening at times. I also think the triple jump could benefit from some amount of buffering, and getting off ledges doesn't work very well.
That being said, the movement was really tight for the most part, and the world generation mechanic is very cool. My best time on the default stage was 00:29:0766
Thanks for playing!
I agree about the camera, that was partially intentional based off the complaints I've seen for the camera in SM64 :P. I was going to add multiple camera 'types' but ran out of time/forgot. The triple jump requires an amount of forward momentum, I'm curious if the timing is too finicky itself or if that just needs to be made more apparent?
I think the timing is probably fine, but I found it hard to know when to press the button due to lack of feedback on the landing. I spent most of my playtime in the tutorial where the ground is a solid colour, so I often had no idea when I actually landed. The quickest fix for that would be to add a sound effect for landing. It'd also be cool to see some dust particles when running around and jumping/landing, which would make it easier to see the player's movement in relation to the ground.
Ah thanks for the feedback, I hadn't even considered any of that!
The first tutorial instruction is simply too far and too low res to be read. I would suggest bringing it closer.
I also had a really hard time pulling the tripple jump.
I *really* enjoyed the graphics, but I will be honest with you - it looks more like a Saturn game than a N64 . Must also commend you on the controls - it really feels like Mario 64! And that's no easy feat.
Finally, it was really funny that you can simply say no to everything and go explore the terrain. You should include some funny secret in there, somewhere :P
Tested on MacOS Monterrey (Macbook Air 2017) as well as with Ubuntu Linux 20.04 (on a Macbook 2008). Ran smootly on the MB Air, but could only run in software mode on Linux (due to the hardware age). It was choppy, but playable.
Yeah I got bogged down in the movement/level generation and rushed the tutorial level in at the end. I also think I disabled one of the 'N64' filters early on intending to tweak it later but then wasn't able to get to it. The triple jump requires a certain amount of forward momentum, I wonder if I should have written that in the tutorial? Or I may just be used to the timing required for the triple jump after all of my testing.
Thanks for trying it out and testing multiple OSs! I like the idea of generating easter eggs out in the distance...