Interesting idea and well made game. Good job :)
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UnJump-For Big Jam's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Originality & Innovation | #44 | 3.357 | 3.357 |
| Fun & Game Design | #75 | 3.024 | 3.024 |
| Overall | #125 | 2.633 | 2.633 |
| Audio | #126 | 2.476 | 2.476 |
| Theme | #173 | 2.214 | 2.214 |
| Graphics | #189 | 2.095 | 2.095 |
Ranked from 42 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Comments
I like the concept. For some reason I couldn't jump while running, which was pretty annoying (probably not ment to be that way). I would make it dynamic, so that on mobile the left thumb controls the left and right movement + the gravity, and the right thumb controls the jump and strength.
Fun concept; to improve on this, I think that you could take into consideration how your game plays. The game works well on mobile but for PC users- having the arrow keys be the player movement instead of WASD was a missed opportunity here. Having Space key as jump requires your left hand to be used for space and right used for arrows- but to change the values of your jumping sliders you have to remove your right hand from the ARROWS to move the MOUSE. This makes the gameplay less fun, and a bit annoying to manage. It breaks the game feel.
It works well for mobile, because of how little the users hand has to move to make those adjustments quickly and return to the game. For PC, it adds more steps and longer wait times between actions.
Fun concept being able to change the gravity and jump as a slider. Low gravity gang all the way. I wish the values would stay after death, it would make trial and error a little more fun. Great job on this little platformer.
Fun game idea, though a bit repetitive on the levels, but a solid base to build on <3
Really fun idea to control properties of the game! Often though I thought why not always have it at max power? I think with more time to develop though, you could create more levels that balance it out and maybe add other properties like run speed. I think your idea would be great for a full game!
I had fun with this! My favorite part was definitely the jump where you had to thread the needle through the small opening. More clever stuff like that would keep me interested while playing. On the same level, I did run into some hit boxes that seemed off but I was still able to make it! After that part, I couldn't tell where the end was. I think it would be helpful if there was a camera pan through the level at the beginning, and then the player could think about what kind of jumps they will have to make. A 'view map' option could work too. Either way you have a really solid core mechanic here. Another thing I wanted to add was the AWSD controls would fit this game better since you are using the mouse. Keep it up!
Pretty cool gimmick, It encourages experimentation with the 2 values! This type of game can definitely benefit from secret level exits/collectables littering each level because of all the things you can do when you can control your own gravity and jump! (it'll be cool if in the future there could be enemies/hazards that can also be effected by the gravity slider too!) Problems include there being too many blind jumps, the meters resetting when you die, and the hitbox for the spikes being too big (try giving the spikes a triangle shaped hitbox), I couldn't even find a way to get past that part where you squeeze through that small gap with spikes on the bottom because of their hitboxes, so I just got the highest jump force and lowest gravity and did jumps off the tall wall until I went over it. I also couldn't help but notice that you used the default GDevelop stock platforming template/example game graphics too.
Edit: Oh yeah, the main menu just says "TITLE" instead of the name of the game, and you have to stretch the meaning of the word unstable a bit too much to try to make this game fit the theme for this jam.


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