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this is hilarious and very nicely polished. the menu doubling as the phone for the story is awesome
| Criteria | Rank | Score* | Raw Score |
| Stealth | #2 | 4.464 | 4.464 |
| Sound | #24 | 3.393 | 3.393 |
| Play | #27 | 3.286 | 3.286 |
| Aesthetic | #32 | 3.500 | 3.500 |
| Narrative | #37 | 2.571 | 2.571 |
| Harmony | #46 | 3.036 | 3.036 |
| Overall | #47 | 2.771 | 2.771 |
| Ambition | #68 | 2.393 | 2.393 |
| Novelty | #75 | 2.143 | 2.143 |
| Horny | #85 | 1.679 | 1.679 |
| Kink | #88 | 1.250 | 1.250 |
Ranked from 28 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Stuff you did not do in February
Development started in mid-February.
All music tracks and sound effects aren't made by me.
Credits are included in game !
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this is hilarious and very nicely polished. the menu doubling as the phone for the story is awesome
Nice sprites! I also enjoyed the choice of stumbling sound effect. Also beat it on the first try. It felt quite forgiving!
Thanks for your comment!
Funny that you liked the stumbling sound effect, because it was actually a placeholder and I never found anything better before the submission deadline. I guess I'll just keep it!
Yeah, I aimed to make the game quite easy, but some people still struggled with it, so I guess it depends...
cute little funny game, especially with the way it's led into, like others have said. one thing i ran into is it wasn't immediately clear to me that you have to not jump for the signs, so i kept trying to time my jump absolutely perfectly to get over them. i did figure it out on my own by the end of my second run though. also hitboxes can be a bit vague at times.
I love how clean and simple the design is, the phone as a menu that leads right into the story is a really nice idea. The vibe is super cute and there are a lot of nice visual touches like the parallax background and the color choices and outlines in the foreground to make it pop out. Also the squash and stretch on the jump animation is a good touch and fits the aesthetic really well. I think the feel could be improved, at least for me, with a bit weightier jump that drops you faster after the apex, and a jump buffer (or increasing the time of the jump buffer if there is one) since so many quick sequences of jumps are necessary.
All that said I'd be excited to play again even without those changes if there were a couple more levels and some end-level cutscene images or animations. Really nice job, especially with the late start you got!
Thanks for your comment! Glad you liked the visuals.
Yep, the feel of the jump could definitely be improved. I'll put more work into it now that I'm not rushing to meet the jam deadline.
Also, more levels and end-level images were planned but had to be cut due to lack of time. It's definitely something I'd like to add in the future, so stay tuned if you're interested!
So cute, loved it!
A bit of feedback - the jump does feel a bit "floaty" to me. Perhaps there's an effect from the sprite squashing while it's falling that makes it look a bit like a parachute? Personally, I prefer the jump to come down a little bit faster.
This put a smile on my face, thank you :D
Lovely art style! I like the simplicity of the controls and game flow. Good controls and obstacle spawns are hard to get right for a game like this, and I think you've nailed them, I got through the game in two tries but I also felt properly challenged the entire time. I'm curious about what the reward system is going to be like, I suppose that's the only thing that felt missing. Everything feels very polished and in its proper place, so giving the gallery a proper chance to shine when you have more time to work on it is a wonderful idea!
Your comment is so kind—it really makes me happy! Thank you! ๐
As for the reward system, I was thinking of adding more biomes to make the scenery more varied (and also because it was a lot of fun to draw). Each transition between biomes would then serve as a checkpoint and unlock a new gallery image—like the girlfriend sending some motivation pics while waiting!
Also, a picture would be unlocked at the very end, upon reaching her house.
cute & funny. i beat it after 4-5 tries. i found the mouse controls slightly easier than the spacebar for whatever reason--there were definitely moments where it felt like the game didn't respond to my jump input, are the jump inputs buffered? if not, that may be worth doing.
one thing i think this game does particularly well is how it expresses the narrative. the way that the door is thrown open and we start sprinting out just expresses the idea very well lol.
605m in, probably my best. I don't think I'm ever gonna get to her place!
Cute art, love the phone UI. Jump reset feels a little unforgiving. Might be one of those times where you give the player a bit of grace even if they weren't technically grounded. Like coyote time sorta thing.
Nice work!
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