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A jam submission

JUMPNINJA x Dracula SamuraiView game page

You are the JUMPNINJA, master of the minimalist art of JUMP, and are tasked with destroying the evil Dracula Clan
Submitted by Gaba, Riu — 10 days, 7 hours before the deadline
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JUMPNINJA x Dracula Samurai's itch.io page

Results

CriteriaRankScore*Raw Score
Metroidvania#104.0624.062
Execution#133.6253.625
Overall#213.6123.612
Relevance to the theme#253.7503.750
Enjoyment#323.3123.312
Sensory#403.3123.312

Ranked from 16 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Theme interpretation and application
We went in a minimalist controls approach, with only 3 buttons (4 if you count the map): Walk left/right andJump, and tried to fit as much of a full metroidvania in only those 3 buttons. We also went with a "minimal" art style inspired by oldschool consoles/Pico8

Team/Developer
Gaba and Riu

Reference info
Discord: cobouti

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Comments

Submitted(+1)

Game is pretty simple: easy to learn, but hard to master! Movement sometimes feels locked and slow, even though it is not always the case, I think the main problem is in the lack of control in certain moments. It is not always a bad thing, but it is the only thing that stuck out. Other aspects are good: Art, music, mechanics. Game really makes you feel like a ninja ;)

Submitted(+1)

This was great, I really enjoyed the progression. I super super super appreciated the instant respawn, there were some tricky sections and I would have gotten really annoyed having to wait, getting right back into it is the way to go.

My biggest issue was no gamepad support, even if you don’t have one, at least mapping the keys would have been nice. There was also, in my mind, a bug where sometimes I’d be pressing in a direction while jumping but would only move laterally a fraction. I almost gave up on what was the final boss but did make it to the end so I think that difficulty was pretty good.

Another minor issue was that after some upgrades, I think the game got harder. I don’t think I dashed a single time on purpose other than trying to get through something faster but I definitely accidentally dashed into enemies trying to get right up to a ledge/vision cone etc. I was hoping after the super jump some areas would be quicker to go through but frequently had to wait for the enemies to move/turn/etc. These are definitely hard things to design but it was a bummer that I didn’t always feel like the ability was a reward. The speed boost also seemed to kick in way too late and was rarely used.

I also think the base movement should have been faster, it just felt sluggish. It’s possible some different art/character fiction could make it work but just kept thinking “why am I the slowest ninja?”. If it was some clockwork robot, then being slow and wind-up jump makes a lot of sense (not that this is the best idea, just an example).

Again, this was really satisfying experience overall, great work!

Submitted(+1)

Overall, it’s well balanced between minimalism and attraction. I really liked the art, music, and controls. The only thing that felt difficult for me was jumping over enemies, since the jump power doesn’t show until release. I think this would become easier with more playtime, and it also fits the game’s name—it really feels like a jump challenge. Great work!

Developer

Thanks for the review!

Submitted(+2)

Checked this out while it was in progress, and I liked it, and yeah, playing it again during the rating period, still like it! Doing a lot with a little for sure. I really enjoyed moving around with the full kit, I felt very powerful, with the notable exception of the ceiling run, which I mostly found finicky. You managed to squeeze a very expressive movement system out of those 3 buttons. I only wish I was tested a bit more once I had all that power, because it feels like the lategame isn’t really equipped to deal with how powerful the player becomes, making the difficulty curve a bit odd, I felt the early-game was harder than the lategame. I respect the commitment of sticking to every enemy having 1 HP, even (kind of) Daimyo Dracula, which, by the way, is an extremely funny name for a villain.

Overall, very neat take on minimalism, impressive work by you two!

Developer(+1)

Thanks for the reply and happy that you liked the game! The idea was that the game would be easier the more upgrades the player got, most of then are optional, you just need the wall jump, either the double jump or the stronger jump, and the ceiling run. Trying to keep the difficulty the same would be rather hard (at least in the time frame, maybe with some weeks of research for other types of challenge it could be easier) but I fear it would end up beign similar to the final boss:


(I had to hold myself to not name the second boss Dracula Hatake)

Submitted(+2)

Haha, yeah, it’s very understandable, fine-tuning is difficult and time consuming, so it’s easy to get it wrong on a jam. I didn’t know the double jump was optional, that’s interesting. Bonus minimalist points there!

Oh also, now that you mention it, minor gripe: I thought I was supposed to beat the mimic boss by baiting it into jumping the spikes, and I was a bit disappointed when it didn’t work.

Submitted(+2)

I really like the core mechanics of the game and also the art style is consistent, which is always a good thing to see in a jam entry. But I thik that only having one life is very punishing, especially in the beginning. Also: the first hint about seeing the enemies attack field is placed in a way, that you typically only read it, when it is already too late.

Still the vision mechanic is very cool and something you should embrace. 

Developer

Thanks for the reply, we will be keeping notes if we update the game!

Developer

Thank you so much for the feedback! I'm glad you found the visual style consistent :)

Submitted(+1)

Enjoyment 3.5/5 rounded up (4) - It is sometimes difficult to tell whether the platforming is frustrating on purpose. But when you pull it off you really feel like a ninja which I think is a big positive. It also helped I played this in a VC with a friend to laugh at my every mistake, which always increases the enjoyment of such things.

Execution 3.5/5 rounded down (3) - I think the commitment to minimalism on controls might have hurt this one for me a bit. Having TWO buttons instead of one would make it easier to play overall I think, and two is still pretty minimalist. Most rooms are fair or at least learnable; some of them feel like nonsense in a bad way, including the final boss TBH.

Sensory 3.5/5 rounded up (4): Cute but basic, committed to its bit. The music fits, and didn't grate on me too much, but some changes in that regard might have been welcome at some point.

Metroidvania 5/5: Within its constraints it is a proper and fairly well-designed map overall. Not sure if I missed anything as to secrets. 

Theme-relevance 5/5: You did a LOT with a little. The controls occasionally felt like an enemy in themselves but when they weren't doing that they were solid.

Overall, feels like a good game in the vein of a UFO-50 sort of "old school but what if" sort of project. You could (maybe, hard to know with pixel art platformers) polish/expand this one and sell it.

Developer(+1)

Thanks for the review! It's cool that you detailed the scores. Having just the three buttons was what got me hyped for the jam, I was felling a bit discouraged before and the idea of trying a "Jump King but metroidvania" and the challenge of how much metroidvania can we make with just 3 buttons. We thought about adding more buttons, but in the end it felt off from what we set off to try.

The expand and sell will relly a bit on the reception from the jam, probably getting to the top 5 and getting a bit of traction. 'Cus it will need a lot of rework, like you said more buttons, a better room/screen system to have more variety in the rooms.

Could you, if possible, tell a bit of why the final boss felt like nonsense? We didn't manage to test him with other people and to us he was kinda easy to snipe, so maybe I went a bit overboard trying to avoid that.

It's easy to say if you missed secrets as there is mainly just one and some optional upgrades rooms: "Did you became the One Winged Ninja?"

Submitted(+1)

I did not become that thing, and I think you actually hit it on the head exactly:

"Could you, if possible, tell a bit of why the final boss felt like nonsense? We didn't manage to test him with other people and to us he was kinda easy to snipe, so maybe I went a bit overboard trying to avoid that."

It's trying to dodge everything he's throwing at you while trying to hit him and not the main (subset of the 'everything' I'm referring to) things he's throwing at you. It probably stacked with some of the controls stuff and ended up feeling a little trolly.

That said I still quite liked the game overall, which hopefully was obvious from my review.

Submitted (1 edit) (+1)

Very nice gameplay loop, and one crazy background story too.

The game seems huge. Well done for cramming so much quality content in a game jam entry. I wasn't able to get to the end as I got stuck in one area and couldn't figure out how to proceed. Nothing to do with the game, I'm just not good at puzzles :)

As others already mentioned, some background music would have taken the atmosphere to the next level.

Overall very well done!

Developer(+1)

Thanks for the comment! Some good music would also been great for my ears while developing and testing XD

Submitted(+1)

Thats was a very, I really enjoyed playing your game, thanks a lot for that. Took a while to get used to the jump mechanics but when I did it became fluid. The variety of enemies was a pleasant surprise for a jam game. The stealth parts was very fun and the focus mechanic its a really good idea, and very well implemented. Incredible job! I`ll review your game on my YT channel.

Developer

Thanks for the comment! I'm happy that you enjoyed the game and please send us the link to the video when it's up. 

The game is indeed A Very :P

Submitted(+2)

Very fun and substantial game, it basically feels more like a full game than a gamejam entry! My favorite part is the enemy variety, how easy it is to tell them apart, and how learning how to deal with each enemy type is a mini-puzzle in and of itself. I'm also a big fan of the art style and palette, the graphics for the various rooms and biomes are very pretty and easy to read. On the other hand, one area that could use some improvement is the sound design, the main theme is very repetitive and the sound effects sound a bit too bassy for this style of game.

The main jump mechanic is a lot of fun when it comes to fighting, it's always satisfying when you can pogo off a bunch of enemies in a row, and feels very fitting for the setting and characters! However, when it comes to traversal and backtracking, it sometimes feels like it slows down the pacing of the game a lot due to having to charge the jump. Traveling through rooms without enemies, or rooms with a lot of vertical movement, can feel a bit tedious in particular. I think having some kind of a visual indicator of the full charge, like the character blinking, might help a lot, because that way at least players won't spend more time charging than necessary.

The "stealth" mechanic with enemy vision is a cool twist on the Metroidvania genre, but it can also feel a bit punishing at times. In some rooms, it feels like the first thing you do after entering is sit there and wait for enemies to turn around or move to a certain spot. I think this is mainly an issue with the knife throwers, who seem particularly fast and deadly with their attacks compared to everyone else.

Sadly, due to the game being so big (and the map being a bit hard to read), I ended up "a bit" lost and unfortunately didn't quite manage to get to the end. I had a lot of fun exploring though, and I did manage to beat two bosses and find a lot of powerups!

Developer(+1)

Thanks for the review! Happy that you liked the game, if you defeated two bosses you got almost there. 

There are somethings that are a bit rough, we forgot to add the charge indication, and sound is not our strong suit so having to make everything from scratch was a bit of a challenge, I tried to use midi versions of japanese instruments for the effects but maybe I went to low with the taiko drums.

(If you recieve a weird notification, your post was duplicated so I deleted one of then)

Developer(+1)

Thank you so much for the feedback! :)

I think I went a little overboard with the enemy placement; the idea was to create a small challenge, but it became a bit excessive in some rooms (resulting in excessive waiting times).

And again, thank you for the feedback!

Submitted(+1)

i love the concept and the mechanics

Developer

Thanks for the post!

Submitted(+2)

Pretty good, I like the simple controls and the way it's all focused on the bounce mechanic! I had an issue for a while where entering the boss room killed me instantly, not sure what caused that? I also think you could stand to be a bit more generous with checkpoints, since most rooms are like little puzzleboxes, so it's fun to figure out a line that works, but not super fun to redo it multiple times. I really liked how movement felt with the full kit though, look forward to giving this another look during the rating period.

Developer(+1)

Hey, thanks for the feedback! I'm going to look at the bug, and see what we can do about those checkpoints.

Submitted(+1)

very cool!!

Developer(+1)

Thanks for the reply!