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A jam submission

Failure leads to successView game page

Made for Wowie Jam 3.0
Submitted by rbubarb (@rbubarb) — 1 day, 5 hours before the deadline

Play game

Failure leads to success's itch.io page

Results

CriteriaRankScore*Raw Score
Topic#2183.6363.636
Simplicity#4543.4553.455
Sound#6972.1822.182
Visuals#7912.0912.091
Creativity#8642.0002.000
Fun#8851.7271.727
WOWIE!#9041.6361.636

Ranked from 11 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Submitted

It's got loads of potential, a bit repetitive, but I'm sure post jam you could knock it out of the park within a week or two.

Developer(+1)

Thanks! After the winner of the jam is annonced I'll try to improve the game.

Submitted

the game just need checkpoints or at least be separeted in levels so it isn't that boring to go back where you was.

Submitted

Having checkpoints in the game would be helpful. But I think the biggest improvement to focus on is giving the player more choices. I felt like I was just going through the motions. But you certainly have good elements to build upon!

Submitted

the fact that you need to die so many times with a long level you should make the player move a bit faster, it's kinda boring to walking to the same way and then death and do the same thing again.

Submitted

Hey! I have some feedback for your game:

- The player is too slow. You need to die too many times for having such a slow player. Now, either make the player faster or add checkpoints between levels.

- Speaking of movement, there is no just in time jump/coyote jump. That means that if I walk off a ledge, say 0.1 seconds too late. I'll not be able to jump. That's an easy fix ( most likely ). Instead of checking whether the player is grounded,  make it so that if the player is grounded, make a variable called coyote jump to be baseCoyoteJump, and when checking to see if the player can jump see if coyoteJump > 0.

Pseudo code:

public float baseCoyoteJump; // declare this on the Unity Inspector

float coyoteJump;

    void Update()
    {
        // check if player is grounded with a fucntion or whateve
        if(isGrounded)
        {
            coyoteJump = baseCoyoteJump;
        }
        coyoteJump -= Time.deltaTime;
        if(coyoteJump > 0 && // see if the player pressed the jump key)
        {
            coyoteJump = -1;
            // do your jump function
        }
    }

- Back to your game: sometimes the SFX of the bouncy thing plays twice. To fix that just add a cooldown between each SFX.

- Once dieing felt completely unfair. One of the red dogs was in a place I could absolutely not see. Even though this only happened once, avoid making the player die for no apparent reason.

Even though completing the game took me quite a lot of time ( first point ), I still beat it:

Developer(+1)

Thank you! I will try to improve the game after the jam.

Submitted

Ok I get where you're going with this but because there was no option to avoid the red bits or even choice something to kill me it did just feel like I was being teleported back to the start all the time. You could add some random elements to touching the red blocks like for some move you back to the start but some only move you back a little and maybe some actually move you forwards. Perhaps give the player a choice so add more than 1 red thing, that way the player has to remember which ones do the least harm.

Submitted

I like the music for the game, however some levels can be a little repeative with the amount of times you have to die to complete it.

Developer

Thanks for the feedback!