Play Jerry
Ookie Jerry Gelatin's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Mechanics | #3 | 3.857 | 3.857 |
| Visual Asthetic | #5 | 4.095 | 4.095 |
| Overall | #5 | 3.771 | 3.771 |
| Fun | #6 | 3.667 | 3.667 |
| Use of Theme | #8 | 3.095 | 3.095 |
| Usability (Does it work) | #8 | 4.143 | 4.143 |
Ranked from 21 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
mfw i finally got all 3 keys and realized that was only lvl 1.
very fun, but due to the controls being a bit unintuitive, and the lack of a fullscreen option making me squint the entire time, I wasn't able to really put in the time to bash my head at this puzzle.
I think the biggest issue I have is that while I want to move the camera more to get a better lay of the land (and to make sure that i'm seeing things properly — not an illusion created by the orthographic camera), I also dont want to jumble up my controls by moving the camera.
That being said, this is still so far the jam game that ive spent the most time playing
Also i wish you could slur while moving.
Because of the nature of the character not having a clear forward facing direction, I wasn't sure how to handle the movement besides being relative to the current view.
I've always personally liked orthographic cameras in this type of game, but I can see why others wouldn't. I'll consider making it an option to switch between them as others have said similar things about it.
I turned the full-screen button on. Didn't realize it was off. When I open it it went into its own window which had one, I guess that's different for others.
I'll be sure to fix the no slur while moving post rating period.
I love a good odyssey. This one took me the longest to beat, in part because I had to restart after a falling bridge locked me out of one of the bananas, which I can only describe as evil game design. The orthographic camera is a cool aesthetic but it does no favor to the readability, I found myself getting very confused by the layout, which I didn't entirely dislike - it lent itself to a sort-of dreamlike quality. The choice of music was rather nice. The choice of textures, less so. Why so much gritty, brown, industrialslop? Even the chequer texture, which felt like a good fit, wasn't aligned to the grid. Some clearer visual design would have made it much easier for me to model how the world is put together, as well as just make it nicer to look at. Overall, though, I really enjoyed it. It's a fun game to slowly get good at and it lasts just long enough for what it offers.
The movement takes a minute or two to get used to but I found it pretty intuitive after that. Overall I enjoyed it quite a bit, though did also have some trouble with the isometric perspective at a few points (with jelly being hidden behind the structure, or seeing a false path).
I did manage to softlock myself accidentally after 30 mins, by going on the wrong side of the bridge with blocks that break, and it would have been nice if there was a checkpoint or undo (or you were just prevented from using that side of the bridge).
also love the awawawa button :3
I did attempt to block that soft lock issue, missed that one.
The atmosphere is peak for a puzzle game, especially with that music, and the concept itself is very interesting. Definitely something I'd see released in the 2000s.
I wish it had more of a tutorial in the beginning, with the first puzzles showing you the basic mechanics (how to move, where you can or cannot go, basic techniques for getting around etc.), instead it felt like it kinda threw you in the deep end.
The controls are kind of wonky, I think they're mapped to the way the jube would turn given its current attachment point, rather than being mapped to the direction you'd like to see the jube go. This resulted in me making a mistake, trying to undo my mistake only to go the wrong direction again, taking about 3-4 corrections before I'm where I wanted to be. It also resulted in situations where you'd press one direction to move the jube in a certain way, then you'd need to press a different direction to move it again in the same direction in the same way, as holding the button would just make it go back and forth. I think the way the jube is controlled needs an overhaul for sure.
Finally, I think the isometric perspective does no favors when it comes to the readability of the environment, often I was under the impression that certain things were adjacent and I had to keep turning the camera to figure out that they weren't. Some sort of depth of field, or a switch to full perspective projection would help with this.
Edit: This just came to me but some sort of feedback for when you try to move in a way that's not possible would be great as well.
The controls are mapped to always go in the direction of the isometric view. So if you are on the side of a pillar, being on each side would be a different WASD input to go down.
Because there is no 'front of the cube', it's not facing a direction to move into. I am not really sure how else the movement could work. I did add an invert movement option for whether up left or up right is forward (W) as that is something my brain had trouble with in other games.
The going back in forth movement was a compromise when at corners, since I wanted to keep the movement as WASD only, I needed a way to move around the corner when the other directions are also available. I opted to just make the direction being pressed to reach the corner wrap around one block. I could have maybe implemented a release requirement before being able to go back, but I found the swinging kind of funny and monkey like so I kept it.
Very fun puzzle game (though it might be daunting for non puzzle enjoyers), took me a bit to finally be able to visualize the pathing and backtrack from the key.
squishy noises peak
awawawawa
Made me use one jundred perjent of my jrain