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Bubble Jump's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Controls / UI | #34 | 3.833 | 3.833 |
| Sound/Music | #91 | 3.000 | 3.000 |
| Overall Fun | #95 | 3.167 | 3.167 |
| Art / Graphics | #99 | 3.333 | 3.333 |
Ranked from 6 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Genre
Action
Shooter | Platformer | Slasher | Beat em Up | Base Defense | Survival | Racing
Rating
Family Friendly
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Comments
Hello!
I enjoyed the game overall but did feel like for the simplicity of it the level unlock requirements were far too long. After unlocking level 2 I got to 2500 before giving up because I just felt like there was no real challenge and didn't want to spend the time to unlock level 3 and then keep playing past that point. I would shorten them substantially. I did instantly feel the Jetpack Joyride inspiration even before I read it on your page, it felt similar in control scheme. I really liked the concept of the player bubble expanding in size as you gain the health resource. Felt kind of similar to the phone game Osmos if you have played that. Maybe consider zooming the camera out a bit and leaning into that aspect of the design more with a larger limit on player diameter and more obstacles? I also think adding a 'pop zone' or something to the spiky rocks on the roof might be an interesting addition. I assumed I might pop if I hit the spiky rocks but when I tested it I just went through. I think if you continued to expand on the concept with more variety in the playspace it could be a very good phone game.
UI and controls were simple and readable, got the point across. I liked the simplicity of the controls and given the possibility of porting this to phones it makes a lot of sense.
The music and sound effects were good. I liked the background music and the menu music was a bit of a jam :)
Good job overall though, definitely a solid foundation to build upon!
Our team have submitted a runner inspired game too that combines Tetris and precision platforming if you'd like to check it out (Link below). :)
I wish you the best with your projects!
/jam/feedback-quest-8-indiegames-x-indie-streamers/rate/3773442
Hi and thank you so much for your precious comment!
I hope to have more time to spend for improving features you said to me.
Your tips are definitely useful, thanks again. :)
Lorenzo
Hello! Welcome to Feedback Quest 8! My name's Hythrain, a co-host and one of the streamers for this event! This feedback is being written live as I stream your game! If you're interested in seeing my live reaction, let me know and I can send you a link to the VOD once it's posted to YouTube!
So my normal approach for any game in these events is simple: I get the game, make sure it's not a virus, then play it with as little information on how to play as possible. This way, I can judge how intuitively someone can figure out the game. Only if it's obvious that I need to read more will I do so. I note this so you can get a sense where some of these feedback comes from. In addition, I want to note that feedback and rating are different; don't use this feedback to gauge what I'll rate, nor should you view my rating as entirely indicative of my feedback.
It's not often we see endless runners in FQ events. This does well as a basic one, providing some obstacles and keeping you a bit on your toes. However, it also eventually felt a little boring and repetitive to me (as most endless runners do). While the game had its moments of challenge, I felt like the unavoidable lightning was just a lazy way to force the player to play better. It also felt very random; I'm assuming that this is designed where a stage can go on infinitely and would always produce random results. On one hand, cool. On the other hand, it means there's no structure to it. It's just not designed in a way where you could, say, get every water drop because the randomness of it means that if you don't get the right bit of luck both before and after a water drop, you'll often not be in a position to even attempt it. On top of that, the random design means you can go for long swathes without water drops then get two or three of them very quickly.What I'd like to see more out of it is a bit of structure to try and make it interesting or tricky but not outright impossible to get some water bubbles. I'd like to see the lightning mechanic be something you can avoid. I'd also like to see more interaction with the water surface, as after a point it felt like I was never touching the water unless I got a lucky streak of several small acid drops and no urchins.
An unique take on the endless runner genre. At first I thought the acid was too easy to avoid, but on the second level the raindrops add some interesting strategy, as I sometimes had dive UNDER the acid to try to get some rain. It creates an interesting risk/reward dynamic that I found fun. Unfortunately, the levels drag on just a little bit too long. I couldn't play level 3 because I wasn't interested enough to see level 2 to completion.
I'm not usually a runner fan but the core concept here is great! Maybe experiment by also adding some obstacles that go upwards instead of falling down.
Thank you!
I'll definitely take your thinks in consideration!
Maybe I could shorten first three levels, so the player has more time to spend on the definitive endless level.
Hi Mayshing here, co-host of FBQ. My kiddo and I tried your game, it's core play is pretty fun, we stayed on it for a good while, after a while though I feel like something needs to spice up a bit, but I can't exactly tell you what that might be. (your game: 03:06:26)
You're so cute! Thanks! :)
I watched your video, the difficult is based on the level and in every level I added new features and obstacles...Anyway you can read the instructions in the tutorial section if you wish!
Thanks again. :)
Hello, I tried out your game for a few sessions. I like the idea of a bubble that changes in size throughout play. I thought the pace of gameplay felt slow for an endless runner, and I think the rain in the foreground should scroll so it appears as though it is present in the game world (rather than matching the speed of the bubble). Also, I'm not sure if this was an engine bug, but in browser play, clicking on the pause menu did not work for me unless I made the game fullscreen. I think the capsule art and UI is charming and well-suited for your game!
Hi David, thanks for your precious comment!
I've never had problems in the full screen option, I re-tried just a while ago and it works, I don't know why!
Anyway it's designed for window mode, in fact the graphics is better in the original resolution size 1280x720px.
Thanks again, your tips are greatly appreciated and useful for improving my game! :)
Lorenzo
Cute, cozy, easy game, simple controls. The soundtrack was enjoyable; felt like a trance music track.
EDIT: fixed youtube link
Gameplay starts at 1:54:00
You can watch here:
or here: https://www.twitch.tv/videos/2545673217
Thank you! I appreciated so much your comments during the stream.
I noticed a bug when you restarted the level 3 and you died because of thunderbolt...I have to fix it! :)
I guess you could call it a *shocking* revelation 🤣