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A jam submission

The Jump of platformerView game page

a platformer for boring times
Submitted by All Computer — 6 days, 18 hours before the deadline
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The Jump of platformer's itch.io page

Results

CriteriaRankScore*Raw Score
Overall Fun#1332.2362.500
Sound/Music#1401.7892.000
Controls / UI#1451.3421.500
Art / Graphics#1481.3421.500

Ranked from 4 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

If you have competed before, how has your game changed?
I will release updates if anybody decides to stick around :D

Genre

Action

Shooter | Platformer | Slasher | Beat em Up | Base Defense | Survival | Racing

Rating

Family Friendly

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Comments

Jam Host

Hey AC,

It was noticed on Discord that your Discord account had been hacked. I wanted to leave you a message to both ensure you're aware and let you know of any actions on our end. For the time being, we've kicked your account out of the Indie Questing server. When you've reclaimed your account, you can come back or contact me for an invite.

Hythrain

Developer

Yes i know, i have a new account.

Jam Host

Welcome back, AC. Do you need an invite back into the Discord server?

Developer (2 edits)

no thank you, I clicked the discord link, my account is the one that is called "All computer" and has a "(Nenyn)" after it, it has an amongus profile.

Submitted

Hello!

This very much seems like a learning project so congratulations on getting something together to this point! 

Firstly I would recommend zooming the camera out as the game felt very closed in. It also seems like you were using prefabs with colliders built in for the environment blocking which I think lead to some issues with walls that the player could phase through. Maybe look at blocking out the level and box colliders as separate layers so there are less seams between the colliders to reduce the potential for clipping? I think the general platforming felt okay but definitely could use improvement. The jumping felt very floaty which could be addressed by changing the way force/gravity is applied to the player when they are rising/falling. Often these values need to be different for the jump to feel nice for the player. I would recommend setting yourself up a test environment with a platformer player controller with some of these aspects exposed in the editor so you can play around with the values until you find something that feels good. On top of this some another trick to look into is coyote-time which lets you jump after having just left contact with a platform can also improve game feel. There are just so many ticks you can use to help a platformer character controller feel good I'd recommend trying out a bunch of them to see what you like. Good job putting this together though, it's still a tonne of work getting anything playable so keep at it!


Our team have submitted a square-guy platformer too that combines Tetris and runner elements 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

Submitted

A cool little learning project. The last level, while very janky, was very fun. I love the physics and momentum when wall jumping to the top. You should put texture on the walls to convey an even better sense of speed. I think I won the last level? But it's hard to tell since it just looped me to the beginning.

Some thoughts:

-The game feels zoomed in and claustrophobic. This leads the player to hit obstacles without being able to react to them easily.

-The music is WAY too loud by default, and there doesn't seem to be a way to turn it down in game.

-I don't know if this is true for all levels, but in the first one, if you go left, you fall off the stage completely and there's no way to reset. You could put a wall there so this doesn't happen, and add a menu that appears when pressing ESC that allows the player to restart the stage or quit.

-In the last level, you can actually go THROUGH walls, and although I touched enemies in that level several times, none of them could hurt me for some reason.

-There are some pointless spikes that are sandwiched so close between blocks the player can't actually reach them.

Hope this helps!

Jam Host

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.

As a simplistic platformer, it's not really in a position to be judged for visuals or even sound. Obviously, the design of it is very basic. As such, feedback will focus on other things.

First, let's talk an important part of game design for platformers: your game should never be so zoomed in that the player has to do a blind fall. By this, what I mean is that they should always be able to see the spot they're going to land on before they've jumped off. The only time blind jumps should be done is when either there is no possible way for them to die from the fall, the direction to fall is telegraphed or it's something like a spike fall from a Mega Man game (where screen transitions give players a moment to observe the next room before they start falling). This game is too zoomed in for this to work, even when the block is smaller.

Next, enemies. You have enemies that are designed to home in on the player. They're able to move in ways the player simply can't. This would be fine if there were ways to kill them, but you've not programmed something like that in. Now this doesn't matter as much when the player has higher jumps and faster movement, but in the second level when you still have that standard jump it can make the first enemy very difficult to get around. As such, I'd recommend trying to come up with ways to limit enemy movements (or just allow players to kill enemies by landing on top of them, a standard for platformers).

This brings me to level design. I don't know if this was intended, but when I got to the fourth level I was able to wall jump over a wall and land right at the level's end. Yet it felt like the level had intended me to backtrack first. If the plan IS to go over that wall, you should make it impossible for the player to go backwards. It's important to ensure your level design is shaping the path the player takes and prevents the player going in directions not intended. This also matters for any points where the player can fall off the world, because right now you can't restart a level if you fall off into the infinite void.

Lastly is the controls of the game. The way this is set up right now is you control it on keyboard, but all of the menus need to be navigated using the mouse. For consistency, I'd recommend trying to make it work with just keyboard, using highlight effects so players know which buttons they're going to use. Similarly, there needs to be a pause feature that allows the play restart to deal with that falling into the void issue.

Also, we found what appears to be a bug in level 1 with a hidden spike. The VOD will show it off better than I could explain.

Developer (1 edit)

Thanks, Send me link once it's uploaded
I just uploaded version 1.1 that fixes some things the comments said
and i will fix Every thing the comments say
in version 1.2 that i'm currently working.


And about that hidden spike yeah it seems like the layers of the grass ground and the spikes keep going back and fourth

and its random every time you play it, i will try to figure that one out, and you can just click the buttons, The highlighting system is kinda buggy but i will totally fix it, for now version 1.1 the new version has some stuff fixed but 1.2 will have all of them fixed, i don't know when it will be finished but i will be quick with it

Submitted (2 edits)

This game has a cute premise and music, but a few things about it:


Please show the controls on screen. While easy to figure out, I was lost at first, and others could be as well. Also, the music is extremely LOUD. Could you lower it a bit and/or add a music volume slider if possible?

I got to level 5 and somehow caused a massive glitch/error, and was unable to escape the level. Please include a way to pause/restart the level in case something like this happens.
Video starts at 1:28:44 Glitch takes place at 1:49:42 can be seen here https://www.twitch.tv/videos/2545673217

or here 

Developer

this game does not have any Controller functions based on your video, use a keyboard instead for arrow keys and WASD, i will implement these All in version 1.2, for now i uploaded the new version 1.1

Jam Host (3 edits) (+1)

Hello, Mayshing here, co-host and streamer of FBQ. 

We tried this one but not on stream, it seems like a very early start of the game design, where's the eyes on the block? lol Cute eyes are important! 

We passed a few introductory stages then things got hard REALLY fast. I advise increasing difficulty even slower, 1 new thing per stage, keep kids in mind since your game is the type we can play together and my kiddo (age 5) loves squares. XD (minecraft generation!)