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A jam submission

Fragile SummitView game page

Fragile Summit — A fast-paced 2D platformer made for GD Game Jam #9.
Submitted by MOHMOH (@NasrollahAbid) — 50 minutes, 37 seconds before the deadline
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Fragile Summit's itch.io page

Results

CriteriaRankScore*Raw Score
Graphics#223.9713.971
Theme#323.8573.857
Audio#463.3143.314
Overall#593.4173.417
Fun & Game Design#803.3433.343
Originality & Innovation#2242.6002.600

Ranked from 35 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

(REQUIRED) Your game's gd.games url here.
https://gd.games/mohmoh/fragile-summit

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Comments

Viewing comments 28 to 9 of 28 · Next page · Last page
Submitted(+1)

I love what you were able to do with just a cube as a player character! 

Wish I had more time on my hands so I could beat the game. An extra checkpoint or two would have been nice for this, haha. 

Regarding feedback, I was gonna say I really wish you could jump higher but right when it started bothering me I found the double jump. A slightly higher jump for more forgiveness would have still been welcome but also likely just a skill issue on my part. The camera is also a bit finicky when it moves and jumps around to the next segment. 

Otherwise, lovely game! 

Developer

Means a lot! (It’s less of a skill issue and more of me building the level based on my own platforming preferences, I’ve played way too much Celeste, Duck Game, and Mario.) As for the jump, I’ll adjust it, I wasn’t fair, and adding coyote time made me think players would realize they can use air time for longer jumps. Silly me. No one noticed at first. The checkpoints were a last-ditch effort to make things easier, and the camera? I was stuck between fixed or smooth follow. Classic indecision.

Submitted(+1)

cant believe you made a cube look sooo interesting
that squishing sound and squash made it sooo awesome to play
this game is a great example of  "making a game Juicy"

Developer

Thank you so much for this wonderful feedback, it really means a lot! I love taking simple things and finding a way to give them a new identity or effect, just like the old-school developers used to do. (Take the Mario 64 devs, for example, they wanted a metallic effect, so they just… put a flower on the screen and called it a day. Brilliant.)

Submitted(+1)

For some reason this game ran really poorly for me :(

I'm on a gaming PC and most of the other entries gave me no issue

Developer

It’s due to me forgetting to stop the arrows from firing at the start. I have a low-end laptop, and it runs perfectly with a bit of lag here and there. (You’d think with all the games I’ve made, I’d remember to at least add “destroy outside of screen”… BUT NO, my ADHD brain had to forget something. Of course.)

Submitted (1 edit) (+1)

It has the good amount of challenge and fairnes, It caught me off guard with the checkpoint disapearing after 3 deaths. 

The presentation is top notch, you made a pretty good job with the palette colors between the background, the platforms and the player. And the details in animation for the player with the squash and strech, the plants with subtle movements and the water waves. You have a pretty solid game. I didn't finished because I want to check other games in the last hours but I really mean when I say it feels really well made. Congrats great work!

Developer(+1)

Means a lot, thanks for the feedback! The checkpoint gets deleted the moment water touches it, and once that happens, you’re back to square one If you die or get touched by the water.

Submitted

oh yeah that makes sense, I tough the water resets with the checkpoint.

Submitted

Great game I really enjoyed it 😊

Submitted(+1)

This is a really impressive game, both in its pixel art and music. You even managed to capture the slime’s heavy, sluggish feeling really well. I was wondering if anyone has beaten your game yet? I’ll try to beat it later!

Developer

Thank you so much for the feedback. I’ve yet to see someone beat the game. I’ve played a lot of platforming games, and based on them, I worked on something similar while also adding coyote time so it wouldn’t be super hard. (In the screenshot, you can see that I reached the top in less than 4 minutes.)

Submitted

NICE GAME! , YOU CAN ALSO TRY MY GAME AS WELL , HOPE YOU WILL ENJOY❣️

Submitted(+1)

Wow! The visuals look soo good. I also noticed the juicy effect (particle system) when we jump/land on platform. The controls are intuitive and the visuals is the key highlight of your game. 

As for the fixes you need to make:

1. The game feels a little laggy. (Which you explained is caused by you forgetting to stop something at the start)

2. The level is too hard. For someone like me who has even completed games like celeste, I found your positioning of blocks to be a little less forgiving and due to which it was difficult to climb. I had to first read your comment about coyote time, but remember that not everyone will read it. So, the placement of blocks can be a bit better.


That's just the 2 things I found to be a little annoying, other than that the game is just amazing. The soundtrack, visuals and effects are all amazing.

Developer

Thank you so much for this amazing feedback. I’ll be redesigning the levels and optimizing the game, I’m even considering making a 3D version. As a developer, it’s hard to gauge whether something is too hard or too easy; you don’t want to make it super easy, but also not so difficult that players can’t win. It’s also tough to filter out your own skill level since I’m good at these types of games, I might not realize what’s challenging for others. Again, thank you so much for this wonderful feedback.

Submitted(+1)

looking good !

Developer(+1)

thank you so much!

Submitted(+1)

Don't know if it's just me or the game really feels laggy. Anyways the level design and sounds are good. nice game:)

Developer

thank you for the feedback. The lag is caused by me forgetting to stop the arrows from firing at the start of the game.

Submitted(+1)

Very fun and simple game with intuitive controls, perfect game for short bursts on a phone, great work!

Developer(+1)

Thank you so much. I’ll look into how I can implement mobile controls. I always hesitate because I don’t know the best way to approach them without taking too much or too little space.

Submitted(+1)

Nice game, I really like DATE, the character controls are perfectly balanced. Simple and effective.

Developer(+2)

thanks for the feedback, what do you mean by DATE ? Dang, Another Tragic Encounter XD

Submitted(+1)

Oh dear, I'm only just noticing, I imagine it was a mistake on the phone without checking...  DA in french, Artistic Direction ^^ no DATE ahahah

Developer(+1)

Oooh! DA stands for Artistic Direction and in french it will be Direction Artistique right ? that is why D comes first.

Submitted

Exactly! Sorry for this mistake 😁

Submitted(+1)

the graphics are really good, but the game goes very lagged in my laptop, so i think thats not fair to rate your game in the condition of my computer. You can also try my game if you want.

Developer

Thank you so much for the feedback. The lag is caused by me forgetting to stop the arrows from firing before the player reaches that level, so the moment you start, they begin firing non stop.

Submitted(+1)

Excellent work! I liked the pixel art, the scanlines effect, the animations, and music. In particular, the animation and sound when the character lands are so good. Gives substance and character to a basic shape. Well done! The level is also well designed. It's definitely a difficult/challenging game.

Bonus points for adding gamepad support!

Developer(+1)

Thanks so much for your kind words! I’m really happy you enjoyed everything.

Submitted(+1)

Nice! lovely retro aesthetics.

Developer(+1)

Thank you. Means a lot

Submitted(+1)

I'd be less bothered by your use of AI if you were at least honest about it. The itch page says "no generative AI was used", yet the description and all of your replies in the comments REEK of ChatGPT. That alone casts a shadow of doubt as to whether or not you actually did any of the work. If you're capable of making a game then you are capable of writing your own comments. If this really is your game that you made, don't devalue your hard work like this.

Developer (1 edit)

I’ll let my portfolio and previous work speak for itself. As for my profile description and replies, English isn’t my first language, so I use AI to translate from my native language to English. Is that against the rules?

Note : This won’t affect my view of you or your game. I truly loved it, and I really respect the effort you put into it.

Submitted(+1)

I'd considered the possibility that this was the case, but still failed to make the right call. I apologize for judging so rashly. If I may offer some advice (and feel free to take this with a grain of salt; my opinion is just one of many), I'd recommend using something like Google Translate instead of an LLM. In my experience AI tends to inject its own AI-isms into anything you give it regardless of instructions. Regardless, I'm sorry for assuming the worst, and I appreciate you responding civilly instead of returning my attitude in kind (even if I probably deserved it).

To give some feedback on the game itself, I thought it was pretty solid! I wanted to believe only a human being could make such complex and challenging level design, so it's a relief to know that this is indeed still the case. Great job with your game, and thank you so much for playing mine!

Developer (1 edit) (+1)

I avoid using Google Translate because the grammar in my language is a bit different some words start at the end of a sentence, but once translated, they end up in the middle or at the beginning. And it’s totally understandable—nowadays, lots of people use AI for everything and claim they did all the work themselves. So to put it simply: you don’t need to apologize. No hard feelings.

example: There is a new book in the library. becomes In the library a book new. XD Google Translate often jumbles word order when translating

Note: It would be hilarious if we’re both just using AI to reply to each other LOL two language models and a slightly awkward conversation ROFL

Submitted(+1)

Looks really polished! I found it too hard, maybe the jump has something to do with delta times? Struggled even with the first 3 jumps, or is it an intended rage game? Anyways it feels consistent, the art, visuals and juice seems like more than a prototype. I really liked playing it even when I didn't survive more than one minute in any try because of what I've found so challenging.

Developer

Thank you for your kind feedback! I think this has to do with the coyote jump behavior since it gives the player a bit of air time before jumping and allows you to hold space for a longer jump, I needed to increase the jump speed by a tiny bit.

Submitted(+1)

I liked:

  • The graphics
  • The audio (I think that's a retro version of the JoJo part 2 opening lol)

To improve:

  •  Really wish this had a more forgiving difficulty. Going back to the start of the whole game if the water catches you is crazy. 
Developer

Thanks for the feedback! What can I say the slime is hydrophobic, XD. And now that you mentioned the JoJo music, I can’t unhear it either. My brain is just standing there menacingly… with saxophones. Appreciate you!

Submitted(+1)

I really like the art for this game! It fits that retro style perfectly while still feeling like a modern art style.

Developer

Means a lot thank you for the kind feedback! I’m so glad the retro style wasn’t missed.

Submitted(+1)

Nice game. can u tell me how you made such a good itch io page. also increase the jump height a little as the game feels a bit slow

Developer(+1)

Thank you for the feedback—I’ll definitely do that! People usually press space once instead of holding it for the full jump (probably because they’re panicking, let’s be honest). And as for the itch page looking good (thank you for the compliment!) I customized the background so it would fit nicely in the middle, all to get that endless tower effect

Viewing comments 28 to 9 of 28 · Next page · Last page