Incredible job for your first jam! I loved the audio and video glitches towards the end.
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Jump 'Till You Drop's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Narrative | #418 | 3.717 | 3.717 |
| Artwork | #1384 | 3.811 | 3.811 |
| Enjoyment | #2068 | 3.371 | 3.371 |
| Audio | #2403 | 3.126 | 3.126 |
| Creativity | #2894 | 3.509 | 3.509 |
Ranked from 159 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game fit the theme?
Jump 'Till You Drop fits the theme because every time you beat a level you need to loop through all your past levels to get to the next one. The loop goes way deeper than that but I don't want to spoil the hidden part of the game.
(Optional) Please credit all assets you've used
incompetech.com
kenney.nl
(Optional) What would you like to be called if GMTK features your game?
Greg
Comments
Extremely fun game! I loved the fact the the levels looped with stuff being ADDED each loop instead of just replaying the same level format but with different obstacles… like a lot of the games in the jam. The art is also very aesthetic and the audio matches the vibe perfectly. The use of shaders was perfect as well. The jump felt a bit floaty but overall really nice game!
Wowww, made it to level 2 aha. I find the narrative got my heard pumpin, the screen shake at the doors is very nice. I know the point was that the game changed and had weird things going on, but were those spots where I couldn't walk forward for seemingly no reason part of it? One small note, is that I found the jumping to be a tad slow, but I suppose that makes the anti-gravity experience better maybe
Good job great game:)
Okay! I tried this game, it's very traditional, a platform jumping type.
As I progressed through the levels, I felt like the levels were expanding in a loop until the red avatar appeared, well done!
The overall atmosphere feels like being in a nightmare. Looping in it, good job (:3
noice :0 cool and original idea, i got scared for a moment ngl i hope there was more content i just kept staring at last screen looking for more content but overall good job u really cooked
this was really fun! The effects of the glitches got better as you progressed through the level! This is very impressive for a first game jam! I just wish there was a way to fight the glitch monster guy. Keep it up :)
I made it! Really liked the "bugs" idea, I tried to use it to travel faster through the stage. Good job!
I really liked the existence of a narrative, with the narrator and everything. Also great job as this is your first game jam, you did a hell of a job!
Enoyable little game, extremly impressive for a first game jam. Well done!
Some good creativity was put into this, and amazing work for your first submission!
This is great for a first jam submission. Probably way better than my first ever entry, but there are many things that could use improvement. I apologize in advance if I'm sounding critical. I just think feedback is important when you're starting out (none of the comments I saw below are really giving feedback so I'm going to be a bit harsh to compensate). For one the player control is not up to par with a platformer game. It seems like all that you had code wise was velocity.x = whatever movement direction you're pressing while jump was just a flat adding y velocity. What's missing here is stuff you can find if you searched up and looked and other people's character controllers. It's stuff like coyote time, variable jump height, acceleration/deceleration and just stuff to make the platforming actually feel fun. Apart from that, the movement feels very floaty, which could be good in certain games, but I feel detracts from this one by slowing it down immensely. Another thing I noticed was that I kept getting stuck on random tiles for no reason (if this was purposeful it was not a well implemented mechanic as it felt like a glitch, but I assume it was a bug). This is most likely due to there being a weirdly aligned collision box, and since the character is a box, it gets stuck on the smallest edge. My suggestion for this is to make your player's collision a capsule (and also to double check your collision lol). This was you will be able to roll over small pixels of collision that might accidentally get left behind (checking collision of floor though should definitely come first). Those were my gripes with the main movement, and things that I feel you could definitely improve upon if you just knew where to look. Apart from that, I think your main idea was interesting, but implemented in possibly the most tedious way. You play a level, and repeat it while adding stuff to the end of it. That in itself means I would be replaying a high amount of sections over and over again without any change, and you have to wait for narrator every time. The narrator could easily have been speaking in the background while the player got on with the platforming. I see you tried spicing it with the weird effects, but with no way to predict them and use them to your advantage means they chalked up to a "huh what was that" while I continued to jump the same jump for the 5th time. Also if the collision weirdness I mentioned previously was one of these effects, please add more visual indicators. Stuff like screen shake goes a long way for these big moments. If there's no visual feedback to being stopped by an invisible wall (and that wall is bypassed by jumping), it is indistinguishable to bad geometry and feels unfair. Art wise I think you did great. It's a bit simple, but its cohesive, and audio wise, I suggest you look into editing sound effects in a 3rd party software to make them feel like they came from the same game. As of right now, these sound effects feel like they're all from different games and don't mesh together at all.
Overall, I suggest you focus more on the movement of a 2d platformer than you otherwise did. In platformers, it's all about getting to the platforming, and for the character to be enjoyable to control, while also having some sort of interesting mechanic. In this entry, I feel like you worked against yourself here with the way you implemented both the level design and player controller, shafting your ability to make the weird glitches into actual gameplay elements.
I hope this little rant was semi helpful and wont be passed off as the ramblings of a rando online. This was a great first entry to a jam. Congrats on submitting and I'm hopeful to many more after this.
This is a really solid core idea! The effects were very interesting and intentionally disruptive to the point where I have no idea if me sometimes being unable to move was an effect or just the geometry not lining up and it added to the atmosphere! Really well done!
Pretty cute little game, art style was pretty also. Being able to move when the Professor(?) is talking would let the flow go better I think.
neat concept, i kept hitting anti gravity zone, but im not sure what or where they were. great visual stlye!
I can't believe this is you're first game jam! So well put together! Great job!
this is a very cohesive first project! my first jam game was a total mess of spaghetti code and confusion, so it's cool to see that you executed this game with such a clear vision.
i liked the main twist! we went for a similar concept of "same level, different each time". the levels were put together well, but i think there was a little too much backtracking over the course of the game. i wonder if, instead, the changes could be overlayed on top of a smaller play area, adding complexity and difficulty while remaining visually similar? i also think it would be cool to see an extra layer of mechanical challenge on top of the solid 2D platformer controls.
it's clear you put quite a lot of time into atmosphere and dialogue, which i haven't seen a lot of in this jam. i think it elevates the game! the glitches and ominous tone helped keep the game interesting and memorable. overall, this project shows a lot of proficiency in design and structure -- i would love to see you build on that in future games!! hope to see you next year 🫡🫡
I loved the overall feel of the game and how the Loop comes into play, the only unintentional bug I found was the hitbox from the grass sprite would not let you walk through the grass, but still the gameplay was top notch for a platformer, and I won the B4B (Break For Break) but still a great game. --- Submitted "Death of the Flower", A narrative horror platformer.





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