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A jam submission

Project LeapView game page

A canyon most intriguing...
Submitted by Topicranger (@topicranger), ravirr_94 — 6 minutes, 23 seconds before the deadline
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Project Leap's itch.io page

Results

CriteriaRankScore*Raw Score
Enjoyment#562.8932.893
Metroidvania#643.0003.000
Execution#662.6792.679
Sensory#682.6792.679
Overall#692.8002.800
Relevance to the theme#762.7502.750

Ranked from 28 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Theme interpretation and application
Low poly with blending textures. Minimal UI elements. No text (Except one or two buttons). Focus on platforming with minimal other stuff.

Team/Developer
Topicranger, Ravirr

Reference info
Discord: topicranger, ravirr

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Comments

Viewing comments 22 to 3 of 22 · Next page · Last page
Submitted

I was ready to drop this one early, but i stayed until the first pickup and then i slowly started to see the vision. Character with full kit is quite nice to play around with, but getting to that point felt rough. My expectation for base jump height was tough to overcome and caused me a lot of issues. Love the character design! Overall solid experience, pretty linear, but metroidvania-adjacent for sure

Submitted

Not very metroidvania-y, feels more like a solid prototype for the concept then a finished game, but that's fine because that's the main purpose for game jams babyyyyyyyyyyyy!!!!!!!!!!! 

That out of the way, I really like the direction this one feels like it goes once you have all the upgrades. I also really like the textures, they feel very N64/PSX type shit (i see the spyro soundfont mention and I see the vision).

Two issues with the platforming specifically that I have that I think you should consider/think about:

  • Over-reliance on ledge grabbing to make jumps. It makes it much harder to parse if a jump is actually going to clear or not, especially wrt to jump height. I feel like the jump length and height should be tuned such that the ledge grab should be more of a saving grace then a requirement (less so for vertical jumps, but definitely more for more horizontal jumps).
  • Slipperiness. I actually do not mind the lack of coyote time, BUT rather than add that, I think a relatively simple fix is having a "sticky" landing where your forward momentum halts briefly when landing. You could keep forward momentum if you're in the charging state but I think stopping when you land would (likely) make a lot of the more precise platforming feel a lot better.

Overall, really solid, could be built up into something really cool! I like the protag design (i imagine Moni wouldn't have the stick until getting the upgrade that lets her use it). Any further nitpicks I have would, I imagine, largely be fixed by more development time and whatnot lol. Best of luck in further endeavors!

HostSubmitted

I felt the absence of coyote time on that one, it made platforming pretty painful at time, especially with the sort of floaty 3D movement the game had. That's my main nitpick though; the rest was a solid foundation for a game, if you want to keep working on it!

Submitted

Very solid start for your first 3D game! The character design is excellent and I liked a lot of what you were going for. The dash into long jump into wall slide is reliably very fun. 

I think I had a lot of similar issues to other folks, just some general 3D polish that I won't bother to repeat. My biggest issue was just the "wall state" and ledge grab not triggering consistently. This may be an issue with the level geometry, not sure. And a few more sound effect would have gone a long way: jump, land, wall grab, and wall sliding would have given some nice feedback to make everything feel better. Hope yall keep working on this!!

Submitted

I had a good fun with this one! The character design is cute and their non-wall-jump abilities are a neat take on typical staple mechanics. I think the total resources put in were fairly well distributed, with nothing really standing out as having been left behind entirely. It sets up promise that some more polish could make this game shine in a well-rounded way.

The overall character control is probably the first thing that can benefit from some tweaks, as it is the most prevalent factor with this platforming focus. On controller, it'd be nice to have a shoulder button input as alternative for the basic jump, as a lot of the navigation benefits from having constant camera control. 

Also on controller, the dash's sharp turn radius makes it a bit hard to control, as being slightly off from straight ahead makes you zoom off of the path quite easily. Having the camera snap behind the player while dashing seems like an overall good call!

I think the jump and fall arc could use a bit sharper of a curve at its apex. It can be hard to tell with the floaty jump, especially when platforming up, when you will hit the ground. This is particularly noticeable when going up via falling platforms, as you want to jump pretty immediately. When you get to do that jump is a bit muddy, and your floatier air controls turning into the sharp ground controls at an unexpected moment can send you jumping off-target rather easily. My initial instinct would be to have a set time at the apex where you just float and do not land, after which you get a sharp initial burst in downward speed, to serve as a smaller time window in which the player would land, while preserving the overall arc of the jump.

Dashing into high-jump makes for a very fun joust-and-pole-vault combo, cohesive and uses the character design well! I think it could benefit from having dedicated transition animations, sound effects and all that, and possibly some fancy momentum-redirecting based on how the vault is executed. Working the staff into the wall jump animation would be neat too. Would love to see these abilities polished up, expanded upon and tested in conjunction in some flowy, momentum-preserving platforming sections.

In level design, I noticed there are some slight verticality differences in certain platforms, such as the wooden ones. These really don't need to have collision on these differences, they can be just one rectangle for logical purposes, for smooth play and and performance. The wall jump ability, unlike the other two, seemed to not come with an immediate test challenge to verify the player understood the admittedly informative (and endearing) wall painting. 

A quick win on the audio side would be to add (some variant of) the stepping sounds to when the character lands. That should make it a bit easier to grasp when exactly you regain your ground controls, as well as just feel more correct. Some particle effects alongside that would be a nice reinforcement.

Little performance note: The game would stutter a bit on initially playing in the starting area, both in the web and windows versions.

Good stuff, keep it up!

Submitted

i really like the character design, is it supposed to be a mountain goat? because it fits the ambience very well! i find the controls a bit trick with the actual character movement,  but I got used to them with time and patience. some areas were more enjoyable than others, and some were bit confusing. a little more polish, it would turned really good game to play. it was also a bit challenging and frustrating, but the game was well executed for a game jam and i enjoyed a lot. congrats!

Submitted

I like the protagonist, very cute design. I echo a lot of the sentiments of other commenters though, I think it would’ve served you well to polish the core character controller some more, adding things like coyote time, jump buffers, and making the ledge grab work more consistently. When the jumps get tight, like in the final long jump gauntlet, these kind of things help a lot in terms of gamefeel.

I also think you could’ve given out the first upgrade a bit earlier, because to be honest, just jumping from platform to platform with no frills got old rather quickly. It feels a lot better late game, I had fun making big leaps over things once I got my full set. I also really liked the wall graffiti way of explaining powerups, that’s a cool way to “minimalistically” teach the player how to do stuff.

Congrats on making your first 3D game, it gets easier from here!

Submitted

I like the core gameplay of the game, but after getting out of the "first closed room" it is a bit unclear how to leap over that one larger gap. Also it is unclear to me if LMB and RMB are not supposed to do anything from the beginning or if attacks will be available later on. But the game was fairly punishing and I honestly had motivational lacks. I do think thought that the ledge grabs are better than most people said. The inconsistencies come much more from how the environment is build, e.g. there are some edges which are only a few pixels off from being grabable which is confusing for players. 

Still I appreciate you effort very much: keep going!

Submitted

This was an interesting game, with a nice atmosphere but slightly held back by its controls.

Everything felt too slippery, there was no coyote time and the ledge grabs did not work consistently. The charge ability was also super sensitive, slightly moving the stick steered you way too much. It all contributed to a feeling of never being quite in control of the character.

With that, I felt that the checkpointing was punishing, especially at the beginning of the game. I didn't expect a fall to be an instant death that sends you back so far. It got a bit better later on as the areas became more compacts and "puzzle-y".

That being said, once this initial rough patch was behind, it got better. I though the graffiti tutorials was a great idea and the fact some of these abilities used the characters' staff was a nice touch, though the last one puzzled me a bit.And it was cool that wall sliding had its own uses independently of wall jumping!

I gave up in the ending area, which is way further than I first thought I would. If you can improve those controls, it will be a great little platformer! ;)

Submitted

The design of the first few levels is quite difficult for the first few, and the absence of Coyete Time is a major drawback, but the 3D model of the protagonist and the levels in general are incredible. I also love how the paths seem to be subtly hidden; you have a great sense of layout when placing routes. A very good game.

Submitted

Decent game. I really really liked how the abilities play - the charge was really fun in particular, but the base movement was a little slippery for my taste. I feel like the death barrier could've been significantly higher too, it felt very tedious waiting to fall all the way down every time I fell off.

Submitted

I mess with character model, the run cycle with the hoof sound effects and the way it makes the model move is very cute. The game movement played nice! I think at most it just needs polish as the dash and the "super jump" anticipation animation could be pushed + you might wanna play with the EQ and reverb with the sounds so that they dont feel like its playing in a small room. But as mentioned before thats just like polish stuff, the game feels good.

I liked the level design, especially the area where you get to see everything while climbing the tower, that was cool. Some areas were not the most intuitive and a little unforgiving like the ending  area and lowkey i kindof abused the wall jump + dash to cheese it but majority of the areas were fun to go through.

Great game, at first glance I was like damn is Moni rocking the sybil  fit but I think I was just fooled by the color pallete lol

Submitted

Really solid! I think, like someone else said, there's maybe a lack of coyote time or something similar that makes some of the farther jumps feel juuust a bit inconsistent, and I found it very difficult to keep straight when using the charge- or even to turn gently. BUT; that's mostly nitpicks for a sweet lil experience. I'd love to see where this goes if you ever expand it further!

(And bonus points for cute furry with a big polearm solidarity, lmao)

Quite fun to play, the level design invites to explore the world. The tank controls for the piercing is a bit too sensitive for fine control, but overall a super fun experience!

Submitted

I loved this!! It was a bit linear and the first half of the game starts very slow but by the end with all of the abilities I was struck with how fun the moveset was! Fantastic use of a polearm. Would definitely love some music and more diverse visuals in the "outside the temple" area, but all in all an extremely solid jam entry you all should be super proud of.

Submitted

Visually, this looks great ! I really like the aesthetic ! Shame about the lack of music. Though, maybe it was intentional .The animations are nice too, though some of them are blended too long for a platformer.

A bit repetitive on the level design, but overall, it's decent. Feels pretty linear for a metroidvania. The basic jumping mechanic/ledge grabbing need more weight to them.

Despite these little gripes, I like the abilities we got. Charging with the staff is pretty original and it was fun seeing the ice break. I enjoyed it !

Just repeating what I said on the game page:

A sweet platformer where, like a true metroidvania, you've got to explore the world for the abilities needed to reach the end. There is no guiding light or pointers telling you where to go, save for some scribbles that hint at mechanics or connections. I especially liked how multiple abilites need to be used together to solve some parkours.

Good work!

Like the game, controls are a bit janky and the platforming is a bit challenging, but overall good vibes!

Submitted

A good platformer. Several times I wanted to give up because of the high difficulty (is there even a coyote time here?) and the not always working mechanism of clinging to the edge of the platform. But I still finished it. And I got a lot of pleasure from it!

Viewing comments 22 to 3 of 22 · Next page · Last page