Very fun game! The visuals and audio were flawless. I never found out what the mutat-o-tron did-I beat the game without being able to figure it out. I think the platforming would be better with a "fake shadow", which just extends below the player so you can see where you land. Overall though, one of the most polished entries I've played!
Play game
Atop's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Graphics | #10 | 4.614 | 4.614 |
| Audio | #14 | 4.023 | 4.023 |
| Overall | #36 | 3.656 | 3.656 |
| Accessibility | #41 | 3.477 | 3.477 |
| Controls | #52 | 3.636 | 3.636 |
| Fun | #54 | 3.545 | 3.545 |
| Originality | #69 | 3.568 | 3.568 |
| Theme | #171 | 2.727 | 2.727 |
Ranked from 44 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Godot Version
4.7
Theme Interpretation
The player and the world mutate/have mutated.
Wildcards Used
Have stuff to buy in your game
Demolish break or otherwise disassemble things
Include a turtle
Source
https://codeberg.org/JohnGabrielUK/Atop
Discord Username(s)
JohnGabrielUK
GWJ Participation Level
This is my forty-seventh GWJ entry.
Team Size
1
Generative AI Disclosure
Comments
Stunning submission! I enjoyed watching it come together in the WIP channel. I love the N64 vibe, and I immediately picked up on the Journey inspiration in the character design as well. Top marks for presentation.
Jumping feels a little clunky to me, but I'm honestly not sure how I'd improve it. Apart from that, the connection to the theme isn't very strong, but I know you acknowledged that on Discord and explained why. I can't really comment on that because I had the exact same problem - the original scope for my game was going to be a reasonable interpretation of the theme, but ended up being a very weak one.
Everything else about this game is superb. I'd be interested in playing again if you're making post-jam improvements. Excellent work!
Thank you for playing, and for the detailed feedback!
r.e. jumping, I agree that it's not quite there - I'm tempted to pull some footage of Super Mario Odyssey and look at the timings of the regular jump. I have a hunch that part of it is just a case of tweaking the numbers (how long does the ascent/hang/descent last, how fast can you move during each phase, et cetera), but I think that the animation is probably a factor, too. My character "winds up" their jump while they're already in the air, whereas Mario snaps almost immediately into his "punch the sky" pose. I'm also missing some particles that I imagine could help improve the game feel.
It's the same story with the camera - both of them do the job, but not elegantly. Definitely something to explore in future.
And yes, there will be a post-jam update! Nothing revolutionary, but a few snarls fixed and a bit of refinement added here and there.
Really impressive work, felt like Super Mario Odyssey plus Powerwash simulator! The visuals were really nice and the music was a bop. I was especially impressed by the mutat-o-tron cutscene, I'm curious how you set that up. Experience-wise I thought the game was a nice package with a beginning middle and end, and I had fun spotting the crack and smashing the tower. The only critique I'd make is maybe for a 3d platformer there's a better camera than a fully mouse-controlled one, vs a more mario style camera. Great job!
Impressive work. I love the design of characters. Wasn't sure what to do when I got to the top, maybe I missed some coins? Some accessibility would be nice, volume adjustment and mouse sensitivity. Also, my cursor was visible on screen which caused me to be unable to turn around is some scenarios.
I'm curious how did you make that ground effect of the purple damaging ground?
Mouse sensitivity and volume adjustments are in the settings menu, available from pausing in-game. The mouse cursor is a bit of a weird one - the game and browser seem to be fighting for control of it. Pausing and unpausing fixes it, I find, but I agree that it would be preferable to not have to deal with.
The ichor is a part of the same shader used for rendering the terrain, with a splatmap determining whether or not the floor is lava. For the most part, it's a signed distance field, but I had to draw on top of it for some last-minute alterations.
As for the top... the tower seems to have a few cracks, doesn't it? Perhaps if you were to strike from really high up... ;)
Thanks for playing!
Really fun game!! I was really invested in the story and art the dialogs also made me chuckle overall really nice game with beautiful graphics really shows how much of a effort you put in also this happened when I pause in the clipping nation XD nonetheless one of the most Amazing entry in the jam for sure! ✨

wanna see something see this I have escaped!!!! https://vimeo.com/1204166221
Very cool experience, love the style and art direction (really nice shader work too - clearing the ichor was a nice touch!). What blew me away was the power up animation though - that felt very polished and really made the whole experience feel special, really great job on that!
Really cool game, with an old-school platformer vibe that I like (reminded me of Banjo-Kazooie). I don't have much more to add, it's polished and well executed, nothing needing improvement jumps at me. Good job!
Surprised by how extensive your 3d work is in this. I really liked the ichor clearing mechanics, reminds me of super mario sunshine.
Loved the music building in intensity as you go up. The game's got a lot of charm and I like the banter from the little hooded guys. I admit I cheesed some of the platforming by going on the ledge, but that's part of the fun imo
Overall really well done!
The characters reminded me of Journey, in a good way. Also moving towards a "mountain". The inspiration is clear. Good job!
Nicely done
I’m not sure if I missed it but I only found out about the ability by going into the settings menu (which also isn’t visible on the main menu?) and seeing what the bind was
There's supposed to be an NPC who tells you, but the fact that I can't remember where they are suggests that it fell through the cracks. "You need to explain this better" is a recurring issue for me, it seems - perhaps I should make it a goal for my next jam entry to focus on onboarding the player as gracefully as possible. Thank you for playing!





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