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JUMPER's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Graphics | #6 | 3.175 | 3.667 |
| Music | #7 | 2.598 | 3.000 |
| Enjoyment | #8 | 2.021 | 2.333 |
| Theme | #9 | 2.309 | 2.667 |
| Overall | #9 | 2.526 | 2.917 |
Ranked from 3 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
great game for within the timespan. maybe add a screenshake for when the player gets hit as it wasn't super obvious. you could have also toned down the terrain and works more on the player movement and enemy ai
Thank you for the feedback! Screenshake was actually on our list. We had some unexpected issues during development that threw off our focus on those areas. Movement and AI were priorities, but the setbacks we ran into left them less polished than we intended
I like how many touches were put into the environment. I wish that time had been focused on the gameplay, though. I love grappling hooks, but there wasn't a consistent way to use the grapple to get on top of enemies unless you were already above them. I could grapple into an eye at a low angle and just fall.
With some good gameplay/movement, this could be a fun combo-chaining game of bouncing on eyes and goblins.
Speaking of which, all my goblins just gathered in a tiny area. And the eyeballs spammed so many bullets at me that I could not approach them without tanking the damage. It's just... rough, which is to be expected from a jam game I suppose.
Thank you for the feedback! The grapple inconsistencies and enemy balancing are things we're aware of, jam crunch got the better of us. The combo-chaining idea you described is exactly the vision we had, so it's good to know it at least comes through conceptually. With some more time, this could definitely become something fun. Appreciate you playing!
I thought grappling into enemies to kill them was pretty fun, but the movement didn’t feel the best. And the interpretation of the theme wasn’t the best, the only opposing forces were the enemies
Thank you for the feedback! There were a lot of unexpected issues during the jam, so some things ended up incomplete. Regarding the theme, our interpretation was centered around the core gameplay loop, the jump and collision mechanics generate opposing physical forces, which was our take on 'opposing forces'. But I can see how it wasn't the most obvious connection to the theme. Appreciate you playing!