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(+3)

There's always at least one submission in each jam where you think to yourself, "man, this is *soooo* polished and fun, that if they just worked on this game a bit longer and extended it out beyond what the limited jam time allowed, it's pretty much ready for a commercial release," and Void Hopper is that title in this jam.

The stylistic art, crafty soundwork, and creative animations come together in an exciting way to create a classic platforming experience. With platformers, oftentimes the excellent mechanic work is let down by lack of thought in design, or vice versa, but here what shines the most is how the mechanics compliment the (dare I say?) genius level design.

The levels are thoughtfully put together. Perfectly challenging, the user experience of giving the player unlimited retries to let them learn the level, obstacles, and enemy design makes for an entertaining experience. The aforementioned art, sound, and animations aided in fostering the immersive environment that encourages a player to keep trying. Some of the most clever level design I've played in recent times.

If this development is continued on, I'd love to see a progression system of some sort and an overarching goal, but as a game jam entry, this ranks high everywhere (but especially fun and design). Do agree with the consensus about the void / jump button being the same, and how it curbed the difficulty of the later levels a little too far, but this is the stuff that's gleaned from putting a game out there. This one shined in so many places, however. Congratulations team on a diamond portfolio piece!

(+1)

What a generous review! 😲 I agree that everyone came together with some really creative levels and im super happy with most of them. Balance, refinement and play testing is something that couldn't be fully realized in the jam timeframe unfortunately. The jump/void mechanic would probably be received a little better if the game had some more forgiveness built in. Im really glad you enjoyed the experience , thanks Ricky.

Thank you so much! We had so much fun making levels that we wouldn't have minded spending more time making even more. And we wanted to push the mechanics and synergy as much as we could within the selection of levels we were able to make. Glad you enjoyed it!