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A jam submission

Sol´s AdventureView game page

There was going to be a monkey to give the tutorial but we ran out of time :(
Submitted by ThatOneCaveInTheMountain, HoneyOnMedia — 59 seconds before the deadline
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Sol´s Adventure's itch.io page

Results

CriteriaRankScore*Raw Score
Special Object Implementation#74.0004.000
Fun Factor#532.6922.692
Visuals#552.6922.692
Gameplay#582.4622.462
Overall#652.4872.487
Audio#801.3851.385
Theme Implementation#821.6921.692

Ranked from 13 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

How is your game related to the Theme and Special Object?
you use fruits as power-ups. At the end there is a plot twist to include the dejavu thing

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Comments

Submitted

Somewhat glitchy and unintuitive controls, but the concept is cool.

Submitted

I really liked the visuals and the cinematic! Some polishing could be done, but I get that there's often not enough time to polish games in a game jam. 

I like the idea of fruits giving you temporary power-ups; this mechanic can definitely be used to make an engaging puzzle platformer. My biggest feedback is to make the jump higher. I would often have to jump multiple times to make it where I wanted to go. Other than that, I think the gameplay is fine. Perhaps in a future build, there can be a time limit on how long each fruit lasts so the player has to save them instead of instantly eating them.

Overall, I had fun!

Submitted

Cinematic is absolute cinema! Good idea overall, but probably it would be better to put more time into testing and programming.

Submitted

i like the element of different fruits giving different powers. congrats on getting a submission together on time! submitted 59 seconds before the deadline wow! :0

Submitted

Concept is - interesting. Platforming - nooot good. Why should i "eat" fruits on keybord numbers? It`s very confusing, and i don`t see any reason to make it auto consumable. But keep it up, like it!

Developer

You’re right that in the current build, the fruit system isn’t very intuitive. I do apologize for that.

Originally, the idea was that fruits wouldn’t be auto-consumed, because we wanted players to try to strategize about when the best time to use a certain power-up would be, since there was going to be a timer that would start as soon as you consumed a fruit, rather than the effect lasting the whole level as it is now. This is also why, in the last level, there are two oranges (which makes no sense as things work now).  However, by me putting the fruits right where you need to use them defeats the purpose of the fruits not being auto consumable.

We also planned to add short minigames between levels where you could earn extra fruits, so the number-key activation was meant to support storing and choosing power-ups rather than using them automatically. Since those systems didn’t make it into the final version, I agree that the current implementation feels more confusing than helpful.

In hindsight, auto-consumption or giving fruits at the start of the level would probably have communicated the mechanic more clearly.  If you have any input on how to make the game more intuitive while maintaining the original features we wanted to implement, I would really love to hear them. I'm glad you enjoyed it, despite the messy platforming. 

Submitted

Nice game overall. Too bad you guys couldn't implement everything you wanted, still I'm glad you could submit! Kudos.

Developer

Yeah, we are very new to this, so we overscoped a lot. We had no idea how much time it would take us to implement certain things. Still, we achieved a lot more than I was expecting us to! As you can see, we submitted seconds before closing. I couldn't for the life of me figure out how to upload a game onto itch. Thank you for playing it, and thanks for commenting! Kudos. 

Submitted

Controls are a little janky but cool game overall.

Developer(+1)

Thanks! I think the biggest issues are the jump mechanics. I couldn't fully figure out how Godot was adding the gravity onto the character, so I basically just had to eyeball the jumping speed until it roughly felt right. I think it has to do with me using a newer version of Godot. Most people I saw in tutorials talked about "change the gravity to 10!" while for me, it told me that gravity was jumping speed x delta. Maybe I shouldn't have used the base godot movment template?

Apart from the jumping, did anything else feel particularly janky? Was the increased speed too fast? Too slow? Did you feel like you needed to click too many times to get the blocks to disappear? It would be nice to know what particularly feels off so I can try fixing it.

Submitted

The jump feels good while standing still and once the jump has started but the stopping for the animation at the start kinda throws if off. The most janky part of the movment was just the base side to side movement felt slidy and uncontroled not sure what exactly made it feel like that maybe the speed, turn speed or animations moving at a different speed.

All of the power ups worked well and didn't feel janky the speed of the speed up actually felt better for me than the base side to side movement. The other power ups all felt good and worked without any noticable issues.