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SPEED's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Entertainment - how enjoyable is the game? | #2 | 3.846 | 3.846 |
| Presentation - how does it look/feel/sound? | #3 | 4.538 | 4.538 |
| Overall | #3 | 3.923 | 3.923 |
| Creativity - how original is the idea? | #11 | 3.385 | 3.385 |
Ranked from 13 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
What programming language is your game written in?
Fennel
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Comments
Truly wonderful platformer polish, looks and feels all so good.
The TAS made it look so easy... I left hundreds of dead parkour men before I gave up about 75% of the way through. Some of the screen transitions into hazards were brutal on my old self's reaction time. Another checkpoint or two, and this would've been a perfect jam entry. Awesome art style, music, and general vibes. Please make more cool stuff!
Thanks! Means a lot!
The TAS actually does some insane skips, a few of which are humanly impossible (some are humanly possible, but still not feasible for a regular playthrough).
I thought about adding more checkpoints, but decided not to. Last-minute idea was to make powerups act as checkpoints too, which made some screens easier, and some harder. For instance, the double jump powerup acting as a checkpoint meant that you’d have to learn how to do extended double jumps of screen-wide hazards, but I should probably have made a little more safe ground immediately to the left of the powerup, so you didn’t need to react right on the screen transition. But I guess an optional dynamic camera that follows the player helps with that a bit.
Adding more checkpoints, in my opinion, would make this game a little less challenging, and remove some sense of accomplishment when you finish a long obstacle gauntlet and collect a new powerup as a result. But I agree, not everything had enough polish, and some deaths may feel cheap.
Level design is probably my weakest link, and my goals for this jam were to improve skills in this regard and make a player controller feel agile. My previous games feel sluggish as hell in comparison.
Glad you liked the game!
this is rather challenging and fun! though I am stuck at the place where there is a spiky platform in the middle. I think at some point I wanted the dying animation to be skipped because I die a lot
Initially, the death animation was even longer because it waited until the player touched any solid ground, but when I added spikes to vertical walls, I had to change it to 1 second. Maybe it’s a bit too long still, but I didn’t feel it was momentum-killing.
Still, I played versions of the game for almost 8 days while making it, so by the end of the jam I could complete it with a relatively small amount of deaths. For a new player with no experience, this 1 second may add up a lot, so thanks for the feedback!
Very cool vibes! The sliding and wall jumps felt very good. I could not make it up that double wall jump for the life of me :(
It’s a rather short game, so let’s pretend that I made it difficult on purpose to prolong it, like on good old NES, where many games were stupidly hard too. (I should probably have playtested it, but didn’t have much time left.)
Glad you liked it!
It was quite fun but also quite difficult!
This area (image attached) was as far as I was able to reach, I gave up trying to progress to the left or right from here
I don’t see an image, but I think I know the place. Yeah, it may not be obvious how to make many of the jumps, and I didn’t have time to properly playtest this with other people, so it may as well be janky, but I’m too familiar with it to really see that. There’s also a playthrough video on YouTube, linked on the game page, if you wish to see the rest of the game.
Thanks!
only the ASZX keys are able to start the game even though it says "press any button"
Well, that’s all the buttons TIC technically has, apart from D-pad, but I don’t remember any games that start by pressing a D-pad… :D
I can see this being confusing given that most people are playing this on a keyboard, though…