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Jump Not's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Graphics | #13 | 4.320 | 4.320 |
| Gameplay | #23 | 3.680 | 3.680 |
| Overall | #23 | 3.810 | 3.810 |
| NES Feel | #28 | 3.960 | 3.960 |
| Audio | #45 | 3.280 | 3.280 |
Ranked from 25 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
* AWESOME art in the cutscenes, well done on the art overall really!
* Dialogue really needed a skip / hold-to-speed-up button / faster type time overall, ESPECIALLY because the game constantly kills you and expects you to start from the beginning. Also for some reason I got a bug where the game wouldn't start. I sat through the whole opening cutscene like 3 times and then didn't even get to play the game without refreshing the page aaaaaa
*INSANE dash effect, I love that, I'm not sure I've seen a dash effect that looks quite like that but it might be one of the best I've seen period. Probably the only thing you have that's too strong for the NES but who cares it looks sick af
* I think given the puzzley nature of the game, you probably could have made it so that last heart jump doesn't kill you until you land, it makes the final heart sort of pointless and it felt unfair when I jumped and could have grabbed a heart that was right there.
* I don't think having lives were necessarily given the extraordinarily high death circumstances and given the game is more of a puzzle platformer. I do really appreciate the generous checkpoints though. Especially in the later stages of the game it started to feel like Celeste tier difficulty but with the risk of starting the game from scratch, the game is hard enough as is!
* Despite that I liked the existence of the 1ups, they felt like extra challenges.
* The music was a bit repetitive: 40 seconds is maybe a bit on the short side, but also it feels even shorter than it is because the first 15 seconds or so repeat before the key raises for a brief moment. I think a B section with a different idea from the A section would have helped a lot. It was also slow and vibey which didn't quite match up to the spooky castle or the constant peril I was in. Some extra instruments could have helped too, it's only the drums and one channel, you could definitely squeeze some bass in there at least! I also find that having extra instruments makes extending tracks easier, because you can let the bass play by itself for a bit before adding the main melody, or add instruments one at a time. Mad respect though, doing every aspect of game dev is a lot of work!
* I really like the idea of the game, and when I discovered I could jump on skeletons I was like wow, that is such a great idea dang
* Because the jump button basically immediately hurts you, I think it would have been helpful to have the buttons written on screen. Many a time I was trying to think of what to do next and then I was like heck... which button was jump again... I only need to dash here I don't wanna press it on accident...
* I liked how you taught the player! I think the disappearing blocks were onboarded perfectly!
* You got a lot of great variety in here! By the time I got to the autodash arrows and the cure I was like wow you've really taken this concept places.
I really really liked this game but god it's just too much to be sent back to the beginning... I made it to the part that was essentially a cage of spikeballs, I hope it was near the end. It was very tense up until that point (and obviously at that point).
For a first public game and first jam game I think you did an incredible job!!
Nicely done !
I was just frustrated at the beginning to not be able to accelerate the dialogs.
This game really fits the concept. Great work on curse effection for the game!
Cool premise, platforming felt pretty solid.
Definitely one of the best ones I've played so far as far as expressing the theme of the jam.
I think I somehow bugged it where picking up the dash charge would automatically expend it, which was useful in some segments but made others impossible ^^.
Might have something to do with trying to get my controller to work on it, but for as far as I got it was very fun!
Wish I could skip the opening cutscene on replays though, as it takes pretty long to scroll through.
Very interesting concept. It was confusing at first... but the abundance of hearts laying around made me comfortable with jumping and dashing. I felt like you did a good job introducing each mechanic as the game went on. And I think you also did a great job with puzzle design... I quickly learned that there was a way to maximize movement currency by chaining movements together or like landing on top of a skeleton to bounce.
The artwork and intro are also very well done. Congrats!
Really nice game. I love the art and gameplay (especially the dash). The inclusion of the curse turns the game from a regular old platformer into a puzzle/ platformer game. I was not expecting this when looking at the screenshots, but it was a pleasant surprise.
It's an extremely solid game, it was a lot of fun to play. Unfortunately, the bug in the opening scene discouraged me a bit. The difficulty is quite high, and I like that; it's a lot of fun and it must be really cool to improve your skills.
the dash move was SOOO SICK
love the art direction and really cool interpretation of the jam theme into gameplay!
Thank you! I wanted a cool charge up phase to it. I thought that would make it more interesting :D
I love this! Superb length for a jam game, simple premise that is easy to follow, but gets plenty elaborated on as you go. The graphics are wonderful, was it Castlevania you were influenced by? Either way, it's very nice on the eyes. I haven't beaten the game yet, though, I wish it was divided up into "major checkpoints" that you're allowed to continue from with a fresh set of lives, but then again, you clearly intended for this to be decently difficult, so I respect it. Wonderful job!
Thank you so much :D The early Castlevania games are some of my favorite. When I think of the NES, those games are what instantly comes to mind. Even though I know this game doesn't really play like Castlevania, I still wanted a kinda fantasy, spooky vibe with some funny moments. Your idea for major checkpoints is a good one. Thanks again for playing and leaving feedback!
really cool game! Concept is great and level design is really good too! love the art
I'm stuck in an endless cutscene
I would say try refreshing the page 😭sorry about that
Very Creative!
The concept is very unique, i like it!
Dashing and beating enemies is a lot of fun to do, Nailed the NES feel and the story is fun
Ahah, nice "ending".
I had a lot of fun! The game is long for a jam which is a good thing given each sequence is unique, and the difficulty was perfect for me (I think it took me something like 6 tries and 1h30, I also did a full second loop when I finally won ;) ). The intro is super cool and the game looks great. Controls and speeds are perfect and I like that the hitboxes of the spike traps and edges of the platforms feel at worst intuitive, at best permissive, the difficulty feels all the fairer. Finally I really like that you made a strong implementation of the theme.
NES Feel is perfect, which is why I don't mind adding a pedantic comment that I think that background parallax scrolling is a headache to achieve on an NES which would be consistent with the fact that none of the popular plateformers I can think of at the moment uses it.
I took a few notes, none of this is important but now that I took the notes I may as well share those ;) . When you die you need to refresh the page, as if you try to restart then the intro plays but then you immediately get back to the menu. When replaying I wish the intro was skippable. You also have to wait for the previous one to exhaust to take a cure again. Once again none of this matters though'.
Thanks for sharing!
Thanks a lot for all the feedback! This was my first Jam ever and I was super excited to do it because I love NES games and the early Castlevania games, especially Simon's Quest. So I thought the theme was perfect for me. This was also the first game I've ever released to the public. I've been working on games for a couple years now, but this was the first one that I've finished. I really appreciate that you took the time to beat it twice! I'm so so glad you had fun with it. Thank you again for the kind words!