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A jam submission

Climb Ascender (playjam 8)View game page

playjam pulp playdate adventure platform
Submitted by Samplay — 1 minute, 42 seconds before the deadline
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Climb Ascender (playjam 8)'s itch.io page

Results

CriteriaRankScore*Raw Score
Fun#63.2993.357
Creativity#73.5093.571
Overall#93.2053.262
Use of console#122.8072.857

Ranked from 14 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Explanation (Optional)
A climbing little platform game..
Good luck

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Comments

Submitted

An interesting little puzzle game, I realised a couple of screens in that there was more to it than I first thought with trying to efficiently preserve your life. Given that you have to make quite a few button presses for navigating some longer sections, it could get a little frustrating if you mis-press and ruin your whole run.

Developer

Like this comment if you thing i should do a video walk thought video before end of jam or it would break the surprise?

Submitted(+1)

Nice game! There is a lot going on here!

At first I did not understand the mechanic of taking fall damage (I thought “don’t hesitate to falling” meant that there was no fall damage 🫣😂). Now that I understand the mechanic of managing “falls” as a resource, I like it! It adds tension.

I like the feeling of discovery in learning the rules and using new power-ups. I wasn’t able to figure out the crank mechanism, but I now see your note about it not working, so that makes sense! 😅

I found it a little too hard to get beyond room 3 in the short time I have to play today.

Congratulations and nice work!

Developer(+1)

Thanks a lot,
Yeah as some kind of die and retry tension :) ?
yeah it not very directed the player, game design tutorial need a lot of reflexion to make the player at ease.
Learn recently that 1-1 of super Mario bros was created after 1-2 and 1-3 !
it's a shame that the crank part was broken even more by the last correction I done at jam end lol.
I'll ty to edit the game when I can to kill some bug :)

Developer (2 edits)

bug found from me: (1 is the most annoying, 4  the less i found) after sub. Sorry for those, might be patch after the vote.

1) when you have long hook,  when calling the long hook from gateway, at back it can't invert tile order and change the disposition

2) crank mode not working (last minute correction for tile distant of 1 made it work as no crank mod :/ )

3) moving+hooking on target at vertical => sometime the player go straight on out of map 

4) not expected jump on end ladder and other (that wasn't anticipate but quite cool) but it can't activate falling

you'll have to wait to go up with the hook activate normally

Bug Found by other:

A) inconstancy of damage receive when falling from case you should not habe damage

Submitted

It doesn't seem possible to complete levels without losing some health? Generally losing health is a 'fail' state, feels a little weird to have it required here. It also seems inconsistent as to when you lose health, sometimes falling 2 spaces means damage but other times it doesn't? Maybe I'm missing something or misreading the situation.

Anyway decent little collectathon!

Developer (1 edit)

Yes, I'm agreed that can feel weird to sacrifise life but you don't have a max life and there is several heart in your way that bring up you life.

i think the little text at the beginning say  "Take hearts, don't hesitate to falling in your journey" if you say yes to more info.

About life normally : 0 life lose at 1 to 2 tile upward. 1less life  is little fail (from 3 to 4 include). 2 less life for 5+ tile  fall.
you might found an bug thank.
I use a counter that count the tile you pass before you finish fall.  that counter should be reset when you finish the fall but might have forget case so the counter stay incremented i guess :s


One thing i feel "antipattern" is : you have to find all the orbs for the first and second improvement. But, you have to get more for the third  in your way but not require all orbs (maybe it will help some, still get orbs because if you don't have enought you'll be block)

I always try to use pulp for other thing then RPG because pulp script well use can make really good prototype. 

Submitted

It doesn't seem possible to complete levels without losing some health? Generally losing health is a 'fail' state, feels a little weird to have it required here. It also seems inconsistent as to when you lose health, sometimes falling 2 spaces means damage but other times it doesn't? Maybe I'm missing something or misreading the situation.

Anyway decent little collectathon!

Submitted(+1)

Honestly one of the best pulp games I've played on Playdate. Congratulations for putting together such a feature-filled game in such a short jam! The only difficulty for me is the life that is so easy to lose, I wish I could have more to play all the levels! I will be coming back to play this one :)

Developer(+1)

Thank you much ! yes i got scope creeped ahah. I code all and didn't reuse old code from other project.
I still find new thing about pulp i feel like it never end to learn.
Yes about the life it's true you lose quite much so. 
At beginning i have fullfill all over the level with heart but i feel that made  the game too easy , so i remove a lot of them.
I can still have lot of life but it true even as the creator i trouble to finish the game. So the game is kind of hard.
Good luck to finish it :)

Submitted

It's not scope creep if you get it all done in time ;) ;)

Uploading it to device now so I can get to 100% completion!