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The Adventures of Captain Clown Nose's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Graphics | #7 | 3.608 | 4.167 |
Audio | #15 | 2.598 | 3.000 |
Overall | #21 | 2.526 | 2.917 |
Gameplay | #25 | 2.165 | 2.500 |
Theme Usage | #26 | 1.732 | 2.000 |
Ranked from 6 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How did you implement the Theme?
Captain Clown Nose can only use his sword in the air. He only has 1 attack.
How did you implement the Modifiers? (if you did)
I didnt see them when I started ;(
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Comments
I like the art style and music. I was expecting to be able to bounce and goomba-stomp enemies in addition to using the sword slash. It would have been interesting to see the sword have more utility aside from purely attacking.
The levels were extremely challenging, and the level design feels as though it's supposed to guide them to the correct solution. However, I feel that most of the levels have extremely slim margins of errors such that it ends up feeling as though you are brute forcing your way to the precise solution.
A good example is progressing from Area 1 to 2, and contrasting with progressing from Area 3 to 4:
From the comparisons, Area 3 felt more forgiving than Area 1 as I had more breathing room to work with.
As Jump-King was an inspiration for this, I did take a look at a video of Jump-King. One thing that could be useful for you game is that earlier sections of Jump King had large platforms to ease the player into the jump controls, and then a section that forces the player to use the low power jump alongside higher power jumps. Would it be possible to have the earlier areas based around these two jump levels (low and full power), with more precise positioning and mid-level jumping in later areas? Having an antechamber type area may help function as an implicit tutorial.
Overall, the inspiration that the game drew from is very clear, and just requires fine-tuning.
In case anyone is curious about the possible solutions to move through the areas:
Loved the art style, so great. I was unable to get to the second set of platforms however as I couldn't figure out how to properly aim my jumps (I am actually not very good at these types of games in general though haha!) >_<
I did not manage to get past the second screen. How are you supposed to aim these jumps?
Great art! I liked the gameplay but I had a bug a couple times where the camera would get stuck at the top and so I wasn’t able to play anymore because I couldn’t see my character :( but with a little more work I think this could be a super fun game!
Great looking game! It had really good art/sound and animations. And the idea was a great twist of the theme!
Some thoughts:
- The game could have benefited with a small tutorial perhaps? Had some problem figuring out the controls.
- A jump power meter?
- It was pretty hard to get where you wanted, because you could not steer in the air, this however, could also be the thing that puts it apart from other "jump to platform" games. But some indication of direction could help. 😃
Not intended as anything else than my own thoughts, really nice game, and awesome job beachbum709!
(Nice to see a fellow Godot'er 😉)
Thank you! I actually thought about the jump meter and decided against it purely because jump king (the biggest inspiration for this game) didnt have one. I also agree a tutorial wouldve been good, If only i had one more day ;(. Thanks for playing, I'm going to be checking out your game later today!