Play game
Bird Going High's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Use of the Limitation | #28 | 3.429 | 3.429 |
| Presentation | #39 | 3.667 | 3.667 |
| Overall | #41 | 3.345 | 3.345 |
| Enjoyment | #54 | 2.905 | 2.905 |
| Concept | #56 | 3.381 | 3.381 |
Ranked from 21 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Team members
programmer - sleepun - https://sleepun.itch.io/ , bgm - sardawnyx - https://sardawnyx.itch.io/ , artist - incredisnail - https://incredisnail.itch.io/ ,sound design - light sky - https://lightskydev-00c5ff.itch.io/
Software used
gamemaker studio 2, fl studio, aesprite
Use of the limitation
we altered some of the game settings whenever you completed an objective (collecting a mushroom)
Cookies eaten
999
Leave a comment
Log in with itch.io to leave a comment.


Comments
Amazing art and animations! Really cool level design that made me use my brain! Really fun!
I liked the vibe of this game, as well as the pixel art. The controls are definitely a bit finnicky, and I was there was better pacing between level 4 and 5. I was fairly entertained by the twists for most of the game, but level 5 was a bit too finicky to be fun, and being rewarded with a black screen kind of ended the game on a sour note.
The cover art for this game is one of my favorites in the jam, fits the game perfectly LOL. My favorite level was the one where platforms become hazardous on the return trip.
I liked the art direction, i do think the wall jump mechanic is a bit finnicky, as it does not really allow you to jump between walls, rather it forces you to keep jumping on the same walls, unless you quickly swap directions and time it perfectly. nevertheless, pretty chill aesthetic, and good music
Cool game. Pixel art is good. On the second level there was a bug that the character flew through the upper platform, I thought it was a trick on purpose, and tried to find another way. But it turned out to be a bug. On the third level I did not understand how to get through it after getting the hat, to the left and up - spikes, if you move to the left there is only a path down and up and there are also spikes. And the animation is too long when restarting the level, I think the goal should be shown only once, at the first start of the level.
Nice pixel art and nice platforming gameplay! I got softlocked because I got stuck on the corner of a platform though and had to restart a couple times.
"Getting high" is the perfect explanation of this level of unpredictability xD Also cool level design, well done!
Ok I really enjoyed this game. My issues with it were that tapping jump and holding jump had the same effect on my jump height, but if i slightly held jump for a very short time I'd get a shortened jump. Level 3 was insanely difficult because of this. It pretty much made me give up. But I had a lot of fun up until that point haha. Great use of limitation! Love the concept and can always appreciate a good wall slide/jump mechanic.
Level 3 or the one with the spiked pillars had me saying oh this has celeste vibes... and then It had me saying, "damn this game is harder than celeste." Great job overall!
Great use of the limitation!! Also, I see we used the same SlideTransition tutorial for GMS2 LOL real recognize real
I really liked the gameplay and art! One thing I might suggest changing is only having the camera zoom out to show the level once. It was frustrating when I had to wait for the camera to move to show my character after I died.
Feels really nice and polished, well done!
Love the bird spin animation!
The controls felt rough, they could have been refined more.
Cant believe we used the same idea of the character getting high lol (yours have more gameplay though). The art is rly enjoyable and i liked the music. One criticism I have is that you dont have much leeway to play around with the altered mechanic, and most of the time you die as a result. I understand you can look your surroundings with the camera so this does not happen, but I personally would rather have level design that does not rely on that altogether
All in all rly creative and plays to the limitation's strength!