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Hey Red! Glad to see you in another jam!

You've still got that style in spades. The visuals and sound are all juicy as hell. And that helped convince me to give this game more time than I might have otherwise. 

I read your description with "this game is super mid" but don't be down on yourself. Take that out and I'm sure people will have a much better time with it! Putting that in the game page sets players up to be underwhelmed or think it's not good. But every game we make, good or bad (or even mid) helps us learn and grow as developers. You get to explore design ideas that you might otherwise think are too small or shallow, or refine your workflow, or hone your sense for your own style. 

I think the biggest part holding back this experience is the control scheme. Holding S/Down to charge separately from a jump feels awkward. I want jump to be a single button, either hold it down to charge, or just have a standard "hold to jump further" thing. The charge just didn't feel meaningful in the handful of levels I played, and was even unreliable at some points. It seemed I couldn't charge while standing on some surfaces, or only sometimes while moving. 

Building your own route and then tracking times and number of objects is really good though. I spent a ton of time on the first level just trying to get it with one object, but no dice. Showing that info up front does so much work to push the player to challenge themselves instead of just building a plain bridge. 

Congrats on finishing another jam! Keep making games!

I know the gameplay is super mediocre. It barely has anything special or unique. My goal this jam was to polish a lot to see how that affects jam scores and I think I did a pretty good job there.

I actually tried "holding space to charge up the jump" before settling on the current version. The only reason why I didn't go with that is that regular jumps felt incredibly awkward and delayed. The game is entirely beatable without this mechanic, it's just sort of an extra thing for people who want to try beating levels faster/with less objects.