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A jam submission

It's OK, try again.View game page

A game about perseverance and throwing some moral every now and then.
Submitted by Picorims — 5 hours, 25 minutes before the deadline
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It's OK, try again.'s itch.io page

Results

CriteriaRankScore*Raw Score
Theme#133.8003.800
Enjoyment#143.7333.733
Overall#163.6533.653
Audio#273.4003.400
Creativity#373.7333.733
Art#563.6003.600

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

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Comments

Submitted

Really cool idea based on the theme! I enjoyed the kind and helpful messages, and the mechanics were really cool. Took me a minute to learn them but I had a lot of fun, and I love that you kept the art and sfx simple. It felt a bit weird using A to reverse at points where I was moving to the left, but I got used to it. 

Developer

Thanks ❤️! I was thinking making places inaccessible without figuring out the mechanic would be interesting, but the more feedback I get, the more it seem frustrating. Didn’t have much time for the sfx and art since it isn’t my speciality, but glad you still like it! Someone else also complained about using the same keys to rewind. If I spend some time post jam to polish, I’ll probably add keybinds customization, but yeah probably remap these as well. If you have any keybinds suggestion for that, I am open to them as well.

Submitted

Its ok, I am a solo dev too and I am not good at art or SFX, so I understand how you feel. As for keybinds, I'm not sure, maybe Q for forward, E for back, and R for release (like it already is). I guess I would have to play it a lot more to get a feel for what would be right, different strokes for different folks though!

Submitted

I liked the idea, although these games are difficult for me and I didn't know how to restart it in full screen, but its art is very beautiful and it's captivating.

Developer

Thank you ❤️. I thought about having difficulty modulatino, but impossible to fit in a jam. I wish it would have been a bit easier though. I didn’t get enough play-testers pre-submission to really adjust that. Not sure that I would had the time to adjust though, it got super tight the last days.

As a non-artist (well musician only), it is extra rewarding that some people really enjoyed the look! I spent a lot of time fighting with colors in shaders + lights + canvas modulation so it really means a lot to me.

Submitted (1 edit)

A very nice take on the theme. The motivational mentality, ending it with the rejection letter which is such a crushing feeling after climbing such a tall mountain. Then the ideology to keep trying again and pushing forward. Was all great. Loved the sound tracks made/chosen for the game. The platforming was quite well done too, maybe slightly a little too floaty for my taste. 

The only portion of level design I didn't enjoy too much was the "intrusive thought" portion. It was a bit frustrating constantly getting pushed, dying, resetting, but not being sure where to reset at. There are times where I would reset and still just instantly get pushed to the spikes. I can see the design metaphorically, but from a game design enjoyment perspective I think it's a bit too harsh.

Other than that one section for me, the rest of it was super fun and had great meaning behind it. Super nice job on it!

Developer

Thanks for the feedback ❤️!

Loved the sound tracks made/chosen for the game.

I made it, I have been writing music for years (and need to share more of it), so it was manageable for me to write my own. It is also just a 30 seconds loop, with instruments turned on and off, so from a musician perspective the workload was manageable (it was Tuesday when I started, so I didn’t have the choice anyway…). The trickiest was really the base piano loop and chord progression, and the guitar solo (not very good and rarely played it in the last years with university and personal issues). Once the foundation is in place, it is just building a drum loop from common patterns and working around the chord progression. It also does help that Ableton has very good acoustic instrument presets.

maybe slightly a little too floaty for my taste.

Really? Multiple complained that the fall was way too fast. Or are you talking about the jump?

The only portion of level design I didn’t enjoy too much was the “intrusive thought” portion. It was a bit frustrating constantly getting pushed, dying, resetting, but not being sure where to reset at. There are times where I would reset and still just instantly get pushed to the spikes. I can see the design metaphorically, but from a game design enjoyment perspective I think it’s a bit too harsh.

I agree with you, and you are not the only one to complain. I myself feel like it is much harder than the rest, looking back. The trick is to more or less take the wind areas in a specific order and bump around the blue plants, but the physics of it is too unpredictable, and the area very unforgiving. If I spend some time polishing the game after the jam (probably not immediately, I have other projects aside), that part needs a redesign. After making wind easier to figure out.

Submitted

Very impressive with the music! Honestly couldn't even tell the loop was only a 30 second track. Thats how good it was! 

Maybe my floatiness complaint was stemmed from the fall at the end. Different expectations between the jump up floatiness to what happens with the fall after. Not sure how to pinpoint the feeling exactly.

But again. A super intriguing game!

Submitted

Really enjoy the idea, extremely hard too! But i like it!

Developer

Thank you ❤️

Submitted

This is my favorite game, simply because I love difficult platformers. The mechanic is brilliant and the messages are cool. I also love the art direction.

It's so difficult but it's ok, you can try again. (Except for the directional force fields, I hate them)

Developer

Thanks ❤️! Yeah multiple people complained with the wind. It goes with the fact that there is no speed cap so momentum accumulates. The area with a bunch of wind is also quite unfair on insight.

Submitted

Great game! The message was nice, especially considering the jam's theme, and the gameplay felt satisfying even though I'm not really good at platformers hahahah 

I really appreciated how the music evolves throughout the game, I love these little details. One small nitpick: the sound effects felt a bit quiet compared to the rest of the mix, I think.

Overall, really well done, thanks for sharing!

Developer(+1)

Thanks ❤️! The theme immediately rang with life struggles, so the messaging came quite naturally, especially after playing Celeste some weeks ago. Glad the gameplay felt nice, it is still rough on the edges but spent a few days just on that, trying to get the best feeling in that time-frame. If I had more time I’d had added difficulty tiers, but I doubt it would have been doable within 2 weeks with all the rest.

I tried making dynamic music for the first time in a university project, it was really fun, now I want to put that in all my projects! Especially as it doesn’t take more time, and on the dev side it is not so hard to implement (just smoothstep on volumes based on parameters, here the ratio of completion). But I agree the sound effects are hardly noticeable. Music was done on Tuesday, audio effects on Monday, and Wednesday was focused on fixing an atrocious music desynchronisation. So I lacked time for proper mix balance (not sure if it’d be better with stress, thinking about it). But some of them should probably evolve as well, since they are pretty calm compared to the music being a bit more intense in the end.

Submitted

Heck yeah, working with dynamic music is really fun! I also tried it for the first time in this jam, and it made me realize I still have a lot to learn about composing and arranging for it, so I definitely want to experiment more with it. If you happen to check out our game at some point, I'd love to hear what you think about what I did with the music there. 

And yeah, pulling that off alongside everything else in such a short time is a crazy amount of work, so congrats on the result

Developer(+1)

A bit too intense to be honest But it helps that I already explored quite a few aspects of it all (writing a devlog on that as well). using modulation over a very small texture count and having a small recycled music loop (30s or something) also helped to gain some time). It also helps to be out of a job right now, it basically was a full-time job with some overtime on the last 5 days or so.

I don’t know if I’ll do it before the voting frame but I’ll try to give it a try. Otherwise Under Belly (You Suck At Producing), Hack Music Theory and 8 bit Music Theory are great learning sources.

Submitted

8 bit Music Theory is great. The other two I haven't heard of, but I'll be sure to check them out. Thanks!

Developer(+1)

The first is more production/mixing/mastering oriented. With good explanation in addition to some touch of humour and auto-derision. The second one is more theory oriented like 8-bit Music Theory, but not specific to game or analysis, more on very focused tips. But you have to scroll back to old videos as he stopped making free content on YouTube for years now.

Submitted

It was a very good experience from start to finish. Having positive notes feels good once in a while, more people need to hear and understand some of these messages. I was conflicted, between the chillness and the brutality of the level design, but overall I had a really good time. Congrats :)

Developer(+1)

Thanks ❤️! That’s part of why those messages are around, I feel like they are much needed these days. They were at least needed for me. The difficulty slope is maybe too abrupt, but hard to make it different within a jam. I draw a lot of inspiration from Celeste in this aspect, where game difficulty is supposed to be a representation of life challenges, and to encourage facing difficult situations instead of fleeing them, within a safe space. Not as well executed though, Celeste is a monument to me. The fact that I played many platformers (including Celeste recently) and got very few play-testers pre-submission didn’t help to balance it all either. But I’m glad some people still had a good time despite the (almost) unforgiving level design.

Submitted (1 edit)

It gave me celeste vibes during my playthrough ! That masterpiece was not made in two weeks (And they reused most of towerfall's controller), you have time ;)

It's cool to aim for something great, it can be frustrating but it only drives you to be better in the long run.

Tbh the game was not THAT hard or unfair (The arrows maybe can feel a bit random but that's it), I still enjoyed it a lot. :)

Submitted

Great art, Love the rewind mechanic it makes it just hard enough not to be frustrating! :)

Developer

Thanks ❤️

Submitted

I liked the mood you created. While the audio was stuttering a bit, it still felt fitting. It felt like it was supposed to be there. The controls felt slightly off, as my brain is used to press space for jumping, though one gets used to it after a while. It was still fun to play and I thoroughly enjoyed it. P.S. is it actually possible to overcome the last jump without help? 

Developer

Thanks! Yes, the web version isn’t well optimized, and I noticed the stuttering too late to mitigate. You are not the only one complaining about using W to jump. I might fix that post jam. Glad you still enjoyed it though! And for the last question, it isn’t, to counter balance the rest of the narrative which is a bit too much “do it all on your own”. Especially as it is still very stigmatized by many people.

Submitted

Had a great time beating your game ! Simple graphics but really well done, really enjoyed how you used the theme as well. Some part took me a few tries but overall the level design was very pleasant, congrats!

Developer

Thank you ❤️. I am not an artist so I couldn’t do more sophisticated than that! Besides adding more variation in tiles using Material Maker.

Submitted (1 edit)

Lovely concept & art. Maybe rewinding time could be controlled by something else? So as to not confuse A&D with moving left/right and moving time forward/backward

Developer

Thanks! Would you mind to elaborate on what was the confusion? I added a fix to prevent instant rewind while moving during my own testing, but wasn’t sure if separate key-binds was a good idea. So I’m genuinely curious to hear your arguments. Is it that you go right on rewind when you expected to go left for instance? Or unrelated?

Submitted

This game looks magical. I really loved every second of playing it. Great job!

Developer

Thanks a lot ❤️

Submitted

This game is amazing. It feels really polished, it looks amazing, and the music is incredible. The message here is just amazing, this is a wonderful game.

Developer

Thank you ❤️. It comforts me that choosing small but polished scope was the right decision. I'm amazed by the amount of gameplay from some other entries though they are in teams, but still you got to sync with each other.

Submitted

It looks so good and its pretty fun but I think the soundtrack  is like glitching or corrupted idk

Developer

I failed at making the game run smoothly on web which leads to the audio stuttering. In case you are curious, beside the binaries, there is a YouTube video at the bottom of the game page which showcase a play-through with non-stuttering music.

I incorporated music on Tuesday after spending the whole day in front of my DAW, realized late that audio was not syncing, fixed the sync issue Wednesday morning, then realized it was stuttering and frame-rate dependant. At that point I had to go to a job seeking event so I just let it be. A bit frustrating but that's part of game jam shenanigans. I wanted to start audio earlier, but I lost a lot of time understanding lighting and fighting color blending.

Submitted

noooo

Submitted

The player controller feels great, loved the look and feel of the game!

Maybe I would add a speed limit for the player falling, it takes a lot of speed real fast

Great job!

Developer

Thanks! Yeah, looking back I should have capped it. I realized it too late to have time to adjust the level as well unfortunately. But trying other platformers from the jam really made me realized that it falls way too fast and that the frame to jump on the circles is very unforgiving even as I increased the hit-box mid jam ( thought it was just making it more challenging but it quickly gets out of hand as you say. I had watched GameMaker's video on platformer physics and wanted to avoid the floaty feeling, but went too hard on the other side!

But I am happy that you enjoyed the look and feel, because I spent a few days just fighting the lighting system and trying to remember the GLSL lessons I got a year ago!

Submitted

Wow, just wow. Beautiful messaging, this was a delight to play, even when it frustrated me. In the span of two weeks, you have managed to make something truly special. Fantastic job. I am sure so many people will relate to this, especially with the very in-current-times message at the end there... I want to give everybody who made this a hug.

There was some audio glitching at times, but when it was clear it was beautiful, Great atmosphere, simple design but it gets the job done. Bravo.

Developer

Thank you ❤️. Yeah unfortunately I didn't manage to get it run decently on the web, and the audio can stutter a lot. Besides the binaries, there is also a YouTube video of a play-through where the audio doesn't stutter, in case you are curious (especially as I knew I'd be against me). I think I'll upload the music at some point, but probably not within the span of the game jam. But glad you enjoyed it nonetheless!

Submitted

Nice Game. A lot of animation in that lil cube, I like it.
Im not super good at platformers, I made it to the castle but it was tough. 
I watched your video after and saw how it should be done.
Good luck with Jam.

Developer(+1)

Thanks! Yeah I may have put the bar a bit high there. I played quite a few platformers, so I am not a good play-tester for these myself (at least to evaluate the progress curve). The castle is also intentionally more puzzle oriented, and where you are left on your own the most. I wished I could get more balance feedback before the deadline though. That's why I uploaded a proof of completion, so that you can still have a glimpse of the rest of the game.

Still, making it past the directional wind hell is already a great milestone though! Even knowing myself the pitfalls, it takes some trial and error to go through. (Not the best designed part either, thinking about it.)

Good luck as well!