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A jam submission

CopenhagenView game page

Follow Neu's Journey to escape the cardboard box!
Submitted by SimplyCuriosity, StuMonster, roadhaus, Gabiler, yegax, Kulkogo — 1 hour, 45 minutes before the deadline
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Copenhagen's itch.io page

Results

CriteriaRankScore*Raw Score
Audio#763.3333.333
Video Pitch#813.4003.400
Enjoyment#863.4003.400
Overall#963.3873.387
Artwork#1253.4673.467
Creativity#1673.3333.333

Ranked from 15 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

How does your game fit the theme?
You play as a cat who is trying to climb out of a cardboard box. Art direction wise, the platforms are sketch drawings on pieces of notebook papers plastered all over the wall of the cardboard box it self.

Video Submission
https://youtube.com/shorts/8vscFb609l0?si=0ryO180c8RQGpX2e

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Comments

Submitted(+2)

I love this game! Awesome art and overall concept. Great job with the tutorial and with the level design. I did skip some of the text boxes after dying, but I appreciate the depth of the story. I had a little trouble with the handwritten font, but again I really loved the whole notebook concept. 

Submitted(+1)

another cat game in this jam i like the sounds and the idea is great i love it

Submitted(+2)

I seriously love this game so much. It is cute, it sounds great and the story is amazing. Like I was super super impressed with this not going to lie. I think it is such a unique way to do a platformer, and the charge bars were really stylized.
My only complaint is I really struggled with the font, I love the style and see the vision, but it kind of made me a little dizzy when reading, but that is not that big of a deal in the scheme of things

Submitted(+2)

Very cool game! The platforming provided a unique and interesting challenge, and the story elements kept me intrigued until the end. Can't wait to see where this project goes!

Submitted(+1)

I really enjoyed the mechanic of jumping from paper to paper. The art style you chose definitely fits the overall tone of the game as well.

Since this is a game jam, I'm aware that there's not as much time as we'd like to polish our games, so the following suggestions are just for if you decide to refine this game further after the jam ends:

- the movement is a bit "floaty." it kind of feels like you're underwater at times. Tightening the movement would definitely lend well to how it plays.

- the font choice, while stylistic, isn't the most legible for the dialogue text. I'd suggest using the styled font mostly for labels, but for longer text, use a font that's easier to read.

But, at the end of the day, fun game, and great concept!

Submitted(+1)

Really loved the little details in this like the fish sliding jump bar, the little meow noise for dialogue, and the fact you're jumping from paper to paper. Super cool! I suck at platformers but i was engaged in trying to make it through! Sometimes i think a jump wouldnt happen when i released the space bar which killed me a few times but overall it was really cool and i was rooting for Neu

Developer

Thank you for trying it out! There is regular jumping and charge jumping, if you hold spacebar and release it within 0.2 second it is regular jump with a set height, but if its more than 0.2 second, the charge meter starts. This means the jump don't occur on the press but the release.  That I suppose is the downside of having the two types be tied to a single button. Since that prevents me from making the type of  jump where releasing the button makes you fall instantly present in other games for precision movement. Noted, when I make changes I'll rework regular jump and find a different button/way to trigger charge jumping.

Submitted(+1)

You can tell this game has soul to it, but the lack of overall polish detracts from the mood that the game is trying to communicate. Things like the lack of animations, to repeating tile textures, to the music not matching the visual style of the game. But most importantly, platformer games like these live and die on their movement responsiviness making the game feel fair to the player, things like custom gravity, input buffering, etc...
Overall a good project that I'm sure if had a little more time could have gone a lot farther.

Developer

Yess, some of us got busy and some burning out so we didn't get far with the polishing. Hmm the music is designed on a per character specific first and their theme before we go with using it as a background music for their entire level. I suppose I could see that perhaps if the music during level 1 doesn't quite fit it may be better to go with a neutral background music and play those character music only when you talk to them or in a cutscene involving them. Out of curiosity though what type/genre/vibe of music do you think pair well with the sketchy aesthethic? Thanks for playing!

Submitted(+1)

Very very cute!!! I loved the concept and the gameplay, alongside the artstyle. Personally, the meows for text got.. a bit repetitive for me but I don't typically do well with repetitive sounds anyway, I need a bit of variation. Overall really good game!!!

Developer

That is really valid, we ran out of time to insert different custom meows for each characters so its currently one voice for all. Thanks for the feedback!

Submitted(+1)

Cute Story great art and sound, gave it almost a perfect score, The movement is the only thing that bothered me slightly. But what a fantastic game. Genuinely almost a perrrrrrfect score!

Submitted(+2)

What a treat! It's got some pretty clear strengths and weaknesses. The code is somewhat rudimentary at times, this game would greatly benefit from a strong understanding of Godot's animation player, coyote time and maybe a visualizer for the jump strength. On the opposite end, the music is very strong, I love the art work for the character and hand drawn style environments. A big thing however is the sprite size. when working with pixel art we try to avoid making different pixels different sizes on the same canvas. The same can be said for a detailed character portrait next to simplistic outline-based characters and environments. I think both the characters have great portraits, especially the first one, but they would really benefit from a version in the same style as the focal character. Some animations would also go a long way. Otherwise, I thought the platform was pretty darn solid, I like the burning mechanics and animations in the second half and the wall cling felt very well balanced. Great work!

Developer

Thanks for the feedback! Could you elaborate more on how  things could be improved within the usage of animation player? What's the first thing that came to mind as to why it isn't a solid use of it yet? Thank you!

Submitted(+1)

A couple of the "look what's up next "animations have a blackout to connect their parts that could just be one fluid motion. There's also a few times that walls or obstacles appear out of nowhere that could be replaced with them rising out of the ground or dropping in from the sky or something. Little things that go a long way for making a game feel immersive

Developer (1 edit) (+1)

I see, the part where the camera moves after interacting with the bench. Yeah that definitely could be made better, one blackscreen at the beginning was due to being unsure if I wanted the rest of the animation to trigger by something else. While for the obstacle in need of animation that is actually my shader masking skill diff at play lol. As the tiles are on top of the notebook paper background, having them to move into position or to retract would've make the image collide with the other tile image, both being  on transparent background it doesnt look good. With some masking with shader that could probably be done somehow. Things like obstacle/tiles to be shown only on top of the papers with their collision also inactive if outside the paper  but turning on if they move past the edge and  into the paper, I couldn't quite figure out how to do that yet in time. I might explore that some more now that the due date is over, thanks for answering :D