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Chirp Chirp's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Graphics | #12 | 4.575 | 4.575 |
| Audio | #13 | 4.025 | 4.025 |
| Fun | #28 | 3.850 | 3.850 |
| Overall | #33 | 3.671 | 3.671 |
| Controls | #49 | 3.675 | 3.675 |
| Originality | #62 | 3.625 | 3.625 |
| Accessibility | #63 | 3.325 | 3.325 |
| Theme | #184 | 2.625 | 2.625 |
Ranked from 40 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Godot Version
Godot 4.7
Theme Interpretation
As you collect more resources, you're able to upgrade the moveset of your character ("mutates") which allows you to access areas you couldn't reach prior.
Wildcards Used
Checkout
Have stuff to buy in your game
Disassembly Required
Demolish break or otherwise disassemble things
Discord Username(s)
JasonLavoie
GWJ Participation Level
This was my first one! (94) - But I will be joining future ones for sure!
Team Size
1
Generative AI Disclosure
I confirm that this jam entry does not contain any AI-generated content
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Comments
The platforming feels excellent, and the level design is great too! This might be my favorite game from the jam from a gameplay perspective. I love the aesthetics and sound design as well. I wasn't too big on the backtracking, but climbing back takes so little time that it was a very minor pain point.
I had a lot of fun and was able to complete the game. I did not place this game in the correct spot on the rage platformer spectrum that the vibe the game gave off with graphics and music. Over all I think you did a really good job playing into the mechanics you set up and there was a consistency to them (baring one instance I assume was a bug where I bounced off a wall and changed directions). Consistency is really important when you are asking for skilled use of those mechanics and punishing failure. You have some dev skills and it shows. I don't feel like there were enough early skill checks to make sure I mastered mechanics (I assume this was more down to time then not wanting to do it). Overall a really solid game! Thanks for making it.
The game looks fantastic and could easily be made a full product. I feel like the others are right to point out it is really punishing to have to go back all the way.
Very nice and cohesive aesthetics! The graphics and sound design were great, the slightly rocking level, screen transitions, and screen shake when you buy upgrades were the perfect amount of juice. The jump mechanic was unique and felt intentional, and worked with the puzzle world you created. My only gripe is when you die you go back; from a game jam standpoint I notice continuing where you left off allows for more exploration, less friction, and lets players fully experience the wonderful world you built. Nice job and fantastic execution!
I really appreciate you taking the time to play and for the feedback darkfenix, really great points! I think I failed to make the backtracking part of the experience more rewarding and less frustrating since that has been a common pain-point, so I look forward to taking all that feedback and improving that system moving forward!
Thanks again!
No worries, I hear ya! I think the backtracking is fine if you continue development outside the jam. For game jams specifically, I notice we’re all playing so many games that patience tends to wear thin, so even the smallest amount of friction might stop us from continue playing. Of course I’m speaking from my own experience as I’ve made my game too difficult for the jam and people have noted that in the comments. So for future jams I’m easing up on the difficulty, but I think it’s fine to keep the difficulty outside the jam.
I will 100% bring that advice to the next jam, really great point! Also I just played your entry and it was really dang fun!
Look forward to seeing your work in future jams! Thanks for playing mine in return :)
A really great take on the jump-king-style games! I like that you give the player some extra movement options, a lot of games like this just stop at 1, so it adds an extra layer of depth
As someone who feels the pressure to make his games' controls as versatile and forgiving as possible, I really appreciate a game that says "no, you will commit to your jumps". The greyscale visuals and the subtle 3D effect work really well, and combined with the audio, it makes for a really relaxed vibe that counteracts the occasional "noooo don't fall down!" moment. A really great entry all round.
A black-and-white platformer with progression elements – I enjoyed it. The music complements the style, and the animations look great. The only thing that was a bit frustrating was that if you fell, you had to replay the previous level, and that you couldn’t dodge to the side using A or D keys when falling, but I suppose that’s just part of platforming. Anyway, actually a fun game.
This is a very good, fun platformer with some mutation. It looks amazing, everything is in the same style, and the graphics look good. The jumping mechanics are interesting. I liked it, and it was very enjoyable to play
Really loved the Bird, it's animations, especially when we eat the orbs, and interesting little Jumping game ! It was really fun
Loved the game. Addictively fun. It took be around 47 minutes to beat it at 100% but it definitely so fun it keep me from going to bed despite it being very late at night. The upgrades and going back and forth between levels reminded me of a well-balanced but difficult metroidvania focused only on tricky precision platforming. The cubes were a fun touch too and added a nice bit of story to it.
Thank you so much for taking the time to playthrough the game completely jehudson, especially if it kept you from going to sleep haha!
I really appreciate the kind words!
Very fun game! Incredible art, UI, and sound design! The story and dialogue were adorable as well. Personally, I didn't have problems with the lack of jump control midair, I thought it was a mechanic similar to Jump King. The backtracking was a nice touch as well, it didn't feel forced or boring. I felt like I was playing a fully polished steam release while playing this! I finished the game 100% in about 22 minutes, but I'm coming back to speedrun it >:)
My main issue was that certain jumps seemed to require very precise timing with the flap, namely in the part where you talk with a cube after stomping (I can send a screenshot if you would like). I also had a few glitches (I spawned underneath the platform in level 2 once?) and some lag spikes (which probably have more to do with my computer/web browser than with the game). These are all very minor issues however!
As a side note, this reminds me very much of my first GWJ game, which was also a precision platformer/rage game about a bird climbing up a tall level–but it was nowhere near as polished as this!
Thanks so much for the kind words and feedback Noah! Also 22 minutes for your first run is really good, let me know if you run it back, if you can get between 10 - 18mins you're close to the top! I had some of my friends get under 10 mins though, so its possible
Also great call out on some of the areas feeling a bit too difficult with the jumping, and I 100% know the areas you are talking about - any place that had a tight area when you stomp through the floor is a trouble spot, and if I continue working on this game after, I will 100% avoid designs like that!
Feel free to link your precision platformer as well, I'd love to check it out!
Alright, I did a second run, 9:56! (I don't know if you have to talk to all the cubes, I ended up doing it)
I also used a different browser this time, and I can confirm that that was my main problem: all the lag was gone! (The double jump timing also seemed easier, but that also might have just come with practice).
This was my platformer: https://noahmakesjunk.itch.io/a-little-time-to-cool-off-post-jam-edition. I hope you enjoy it, it ended up being quite a bit more difficult than I intended while making it lol.
Amazing Noah, under 10 is some of the best times so far! And nope, for this jam you don't need to talk to the cubes, so its possible to get that time down a bit more, but under 10 is amazing!
And thanks for sharing your game, I really like the vibe and how precise the jumping / air control is (also turning into an ice cube is really fun). Really cool mechanic with the cold loop as well, really cool!
This is is beatiful just to look at. The control is smooth and the idea is pretty original.
I'm really bad at games like this tho. But it is a very appealing game!
This game is GORGEOUS! Especially from a solo dev and esp in the time limit of the jam! I do agree with others about the jumping mechanic and it would be cool if the levels were stitched together for sure. You really got the aesthetic down and I really appreciate how smooth and easy to read the UI was!
Really impressive, especially from a solo dev. The games presentation from the falling between levels, cohesive art style, sound and music is perfect. Im not much of a rage game enjoyer but this was a breath of fresh air as while it has that rage game gameplay it was still very relaxing.
I found myself walking in and out of those light rays just to see the art, almost wish there was some more shaders there to give a sort of haze effect or something. Its just so pretty with the contract of the 3D, 2D pixel art and the shadows.
Only feedback was the glide/air movement was a little tricky to get down. I guess you cant initiate horizontal movement if you've already committed to a jump that doesn't have A or D pressed.
And if you are going to make it a full game, id love to for the levels to be all together like other rage games so you can try to catch yourself or fall to the bottom.
Great job, really enjoyed it!
Thanks so much for the kind words f15hy I really appreciate it!
And 100% agree with you on making the experience of traversing the levels as "continious" - like HopShot. The way I built the prototype all the levels are actually connected, but I tried doing the fade out / in approach when going between levels but I think it adds to the frustration of falling / backtracking - so I really like your suggestion!
Wow! Lots of content here, stoked to come back and complete it! thanks so much for hanging in the livestream, would like your comment and rating on my little prototype!
Thanks so much for the helpful feedback on stream Bytesized - it was really good to see how the backtracking aspect of the idea will need a lot of tweaking. I'll be sure to give your game a try soon!
I like the artstyle and the item pickup was very satisfying. I suck at jump and runs, but this one is really enjoyable due to its precise controls and predictable movement.
It was a good idea to put the shortcut keys into the UI. Good level design with progressively harder levels to teach the game and introduce new game mechanics. Having unreachable content in early levels where you can get access later reminded me of metroidvania games.
This game is one of the top games this jam imo.
Lovely presentation. Fun puzzle platforming. Nice work.
BEAUTIFUL art! Can I ask what program you used to draw it?
Thanks so much! So I created the 3D art and 2d textures, but the bird was actually an asset I bought - I didn't have enough time to put the credits up to properly credit the assets I used (the bird sprite and music). Here is the sprite I used - https://rogarca.itch.io/room-g16-sparrow
For the 3D art I used Blender, and 2D I used Photoshop. Let me know if that answers your question :)
I never thought to use photoshop!!! That’s a great idea
Really solid art style! Though the mechanics it's quite hard to master, but great game overall, congrats!
One of the best games of the jam for sure.
The art, sfx and music are wonderful. The animations of the bird are really cute too! Well done on that.
The main mechanic is unique and pretty challenging at times. It has a lot of potential! I get the idea of the checkpoints being on the previous level so you can backtrack easily but it can be a little frustrating mainly because of the strange feature (maybe bug?) after hitting a wall. Unfortunately you have no control while falling and you can't save yourself after a mistake of hitting a wall. I think that if you apply some tuning on that the game will be more skill-rewarding and will be a completely different experience.
I really hope you will keep developing this gem. I will take a look on your others game for sure. Great great submission!
Thanks for the kind words, I really appreciate it!
Not having any options to bring back some momentum to your movement once you hit a wall is one of the number one things I'd fix if I continue working on this project - it's been a big frustration point for a lot of folks and I totally understand!
Thanks again!