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Flaming Jump's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Gameplay | #830 | 2.364 | 2.364 |
| Visuals | #862 | 2.582 | 2.582 |
| Enjoyment | #871 | 2.400 | 2.400 |
| Overall | #965 | 2.209 | 2.209 |
| Theme | #996 | 2.327 | 2.327 |
| Innovation | #997 | 2.055 | 2.055 |
| Audio | #1179 | 1.527 | 1.527 |
Ranked from 55 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does the game fit the theme?
It takes you through many strange places both 2d and 3d
What code and assets did you not make from scratch during the jam (if any)?
The textures/assets were made by someone else
How many people worked on the game?1
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Comments
I have seen the general consensus here, next time I will add a moving camera lowkey I was not trying to put too much effort into levels 4-6. And also, the textures/assets were made by someone else, a lot of people are saying they like them so use pixel adventure linked in the description of the game :D
Great 2D art and cute characters! The style is really charming and the animations feel very polished, congrats for mixing 2D and 3D, it's not an easy task!
For feedback: in the 2D sections, the carrot colliders could use some tweaking; I often found myself right on top of them without being able to pick them up. For the 3D parts, camera rotation would be a huge plus, I assume it was a time constraint, but it would definitely help the exploration!
Lastly, regarding the 'Strange Places' theme: while I get the 'random' vibe, I felt the world lacked visual cohesion. The tiles are beautiful individually, but they seem placed without a consistent aesthetic criterion. Finding a way to make those random elements feel like they belong together would really level up the experience.
Overall, lovely work on the visuals! 🎨✨
Fun game! Platformer movement felt nice, which is hard to get right. Cool that you tried for some 3d levels as well. Good luck in your future projects!
Wow, love how it blends 3D and 2D. Honestly the 2D Levels look amazing, this art style's genuinely so good!!
Though I feel like the game may benefit from variable jump height for less float-y jumps on level 1, overall it's pretty cool and fun :)
Another thing is in your 3D levels, the lack of camera movement was really disorienting so it wasn't really fun. I can see the potential of a fixed camera angle and it definitely is a more "strange" approach but you'd need to atleast let the player look around and view the level. I think a mechanic of memorizing the world layout and remembering the level layout and then tackling it with a limited view could genuinely be pretty fun!
Assuming you're a starter in gamedev/godot, I'd say you're on the right track but I'd say even a short but polished single level would feel better than 6 levels which may not feel amazing.
Keep it up!
I agree with most of the feedback you've already received, so I'll mainly leave my congrats on the jam!
I love everything that mixes 2D and 3D, nice game!
The idea of mixing 2D and 3D is ambitious and creative.
Concentrating on fewer levels with more polish might have strengthened the overall experience.
Interesting foundation to build on.
I’d love to hear your thoughts on our game as well if you get the chance.
Cool game!
thx
gameplay is mid and i did enjoy this, but theres a big difference between 2d and 3d. for 3d, i do see that u intended to have a fixed camera, but u werent able to memorise the platforms for level 4, unlike level 5 and level 6. for 2d, u can collect points but the collider for the player is kind of small for collecting it. also i saw in level 3 that a platform was cut-off... u could also benefit with sfx and music as well... overall, i can see the attempt and i can see how u interpreted the theme.
thx
Nice game overall but there are some issues.
First, the jump of the character, especially in 2d, feels very floaty. The jump height is also, in my opinion, a bit too high. Controlling the character doesn't feel like you are controlling a character, more like something static. Giving the collectables some kind of animation in 2d would have felt really good, even if it was very simple. No audio, especially no sound effects, makes the game too silent. Also, in 3d, the fixed camera is pretty bad to play with, especially in the sixth level. Adding some traps here and there will also help the experience.
I know this is a lot of criticism, but your game will become much better to play with these. I know it all takes some time, so take it slowly. Good job!
thx
nice dude i love it
thx
I LOVE this game!!!
The 2D sections felt the strongest to me. Movement is clear and they’re just more fun to play overall.
The 3D parts were harder to control, mostly because of the camera, so platforming there felt a bit awkward. Still neat to see the switch though. With more polish it could be really good.
Levels also feel a bit empty right now. Adding enemies, traps, or more obstacles would make a big difference, and some sound would help a lot too.
Great work!
thx
It’s great that you tried combining 2D and 3D platforming, that’s an ambitious design choice. However, 2D alone is already a strong foundation. The movement works, and the visuals are clear, which gives you a solid base to build on.
Adding 3D introduces substantial technical complexity, especially around camera systems and input design. Because it effectively means developing two distinct gameplay styles simultaneously, it can divide focus and make refinement more difficult.
From here, I’d suggest structuring the level design a bit more, for example, by adding traps, enemies, or more intentional obstacle placement to improve the flow. Clearer platforming challenges would help keep players engaged.
Overall, it’s still rough around the edges and has room to grow, but it’s a solid effort!
I think it's cool that there are both 2D and 3D levels,. The 2D environments feel like a mashup of various level tiles, which does make them feel strange. The 3D levels not allowing you to change your camera is an interesting idea, but it forces the player to slowly inch towards the camera when going down. The game also could've used some audio. Good job, and I wish you luck on future projects.
thx
I actually think it's cool you tried doing both 2D and 3D in one project. That's not the safe route, especially for a jam. The 2D levels felt the best to me; simple, clear, easy to follow. The frog is kinda charming in a barebones way. The 3D sections are definitely more experimental, but I respect the attempt.
There's something fun about just collecting pineapples and hopping around without overcomplicating it. With a bit more polish on movement and maybe some audio next time, it'd feel even better.
thx
I really liked the frog levels. If you added a bit more variety, like moving obstacles or enemies, you could really turn that into something great.
I’m not sure if I would keep the 3D levels — I’d probably focus more on the 2D parts instead.
Wishing you continued success! 😉
Neat game you got here! I like the concept of switching between 2d and 3d, gave me a pleasant surprise.
In terms of platformers, one suggestion that I have is improving the feel for player movement - I'd say this makes or breaks a platformer. If it's not enjoyable to move around in an empty room, then it needs some refining. For example, enabling the player to control jump height could be nice; if player holds the jump button, they jump higher in comparison to if they tap the jump button.
Keep up the good work! Good job on the game
I really liked the beautiful graphics in this game. I think the aiming area could be larger. You have to aim at the center of the character, which is a bit difficult. But overall, the game is quite attractive. Good job.
Simple but fun 2d platformer! The 3d one was a bit lackluster but still fun to play. Good job!
The game feels more like a basic template than a finished experience. it really lacks depth beyond simple movement