Thanks! a friend of mine suggested the same, maybe I'll add a timer and a scoreboard as a speedrun mode in a post-jam release
JojoGamesDev
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Thanks for the feedback! I noticed that during playtesting, but didn't want to make it too hard for less experienced players. I also tweaked other factors like the amount of grips and the jump force etc. Maybe for a post-jam release I could add a difficulty setting that adjusts the amount of grips and the length of the rope. But you're right, currently the rope mechanic is mostly only effective in preventing one player to get ahead when two people play the game together
I managed to get the game running, but when I got both characters onto the buttons in the first level, nothing happened besides a sound effect.. it has a very pretty artstyle and I like the abstract black & white split, but things like the menu were difficult to read and could have been simplified or moved in part to the game's description in itch,io. (also, .rar files can't be installed through the itch.io app, so that unfortunately makes it more difficult for people to get to the game)
had a ton of fun playing! I almost gave up on the forest level because of the fences, but it was too addictive to stop, so I managed to play it all through. the sensitivity bit is unfortunate, but the concept and the music were great. This was probably a result of the limited time, but I wish the visuals were a bit more polished, i.e. no unity default sky, overall level design more like the skull / forest / mountain levels and less like the very simplistic "only boxes" types of levels. Minor improvements, "if you have the time to spare" kinda stuff could've been prettier fonts and buttons, no "click to continue" but automatic level transitions, and the tether not being in the middle of the kart but somewhere hidden in the chassis. But nonetheless the game was a ton of fun to play and the music is stuck in my head for a while now!
impressively polished for the limited amount of time! I love all the animations, the fitting sounds and things like the background changing color depending on which character is controlled. I got to level 6 and then got stuck in a softlock, it must've been so frustrating that that code is missing in the final export.. but a creative and fun take on the theme nonetheless :)
awesome idea and execution, especially for only three hours! the hints helped a lot with guessing :)
and sfxr rules! I'd love to see this concept in a more "dynamic" setting, like the terminal describing what it needs to do and you have to guess the command based on that, or being able to use the commands you learned to start navigating and exploring the system.
Thanks for the elaborate feedback :) yep, that timer definitely needs some tweaking, both duration- and designwise. I really like the concept of another, similar game from this jam, it has a fixed timer, but the "running out" is conveyed by the player contracting like a spring and then jumping afterwards. I'm thinking of something similar for the post-jam update.
Thanks for the feedback! the negative timer letting you jump higher is intentional, so that falling down is less frustrating because you get the chance to recover. If you position the player very close over an edge, the groundcheck fails however and that mechanic can be exploited, I assume this is what you've noticed. I'm not entirely sure how to fix it, but I hope I can pull it off in a post-jam update :)
Thanks! yep, that mechanic is intentional, I put it in there to make falling down less frustrating, so the player has a chance to recover a fall. I planned to make more (vertical) levels, so the mechanic can really be used, but didn't have time for that. I might add some of those levels in a post-jam update though ;)
Thanks! yep, fixing that Collider was part of my todo-list from saturday on, but I had no idea how to go about it since it was a single GroundCheck GameObject as part of the CharacterController by Brackeys. Haha yep I cheated with staying on the edge like that during testing too, if that bug wouldn't exist the mechanic should rather take some frustration from falling down, since you might be able to recover because of it. For the controls I'll have to do some experimenting to make them feel more precise, but thank you for all the feedback !
Thanks! Yep, initially the timer was even slower. I noticed that the player is sometimes waiting around until he can jump again, so I had planned to add some variety in the form of "powerups" or maybe certain surfaces that affect the timer by either adding or subtracting the time, but in the end I didn't have enough time to implement that yet. I might do a post-jam update to complete some of the things that were left unchecked.