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Handle With Care's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Creativity & Theme | #2906 | 2.173 | 2.875 |
| Enjoyment | #3099 | 1.701 | 2.250 |
| Visuals | #3137 | 1.795 | 2.375 |
| Audio | #3240 | 1.228 | 1.625 |
| Overall | #3250 | 1.739 | 2.300 |
| Seriousness | #3263 | 1.795 | 2.375 |
Ranked from 8 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Game Engine
Godot
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Comments
Had a fun time with this game! The basic mechanic actually handled really quite well IMO. I do think you needed to be more explicit about the wall jump and roll mechanics since I was such on the second screen for a while until I figured out you can just kinda click to chain wall jumps, though it also control relative well once I'd figured that out. The rolling was also a bit hazy to understand, but I did eventually figure out that you basically just needed to spin dash into the tile in front of the hole.
I will say -- you really have a knack for level design! Super inventive with fresh concepts on each screen.
Super solid concept and great basic implementation -- with some further refinement and UX adjustment, I can absolutely see this becoming the next Jump King ๐ฆ๐
I'm glad you had fun!
I was a bit unsure about how to teach the ground roll mechanic (it's basically just doing a spin dash diagonally into the ground) without resorting to an explicit "yellow paint" tutorial telling the player exactly what to do. That was the best solution I could come up with.
As for the second level, I think I was a bit too punishing by putting spikes on the wall before I'd properly introduced the wall jump mechanic. Unfortunately, I didn't have time to do any playtesting before the submission deadline, but afterward I realized people struggled with the second level much more than I expected.
Thanks for the kind words about the level design! I'd never designed platforming levels before, but I really tried to introduce the mechanics progressively. My original goal was actually to make something closer to Celeste than Jump King. I guess I ended up making it harsher than I intended, but I really appreciate the compliment!
cool game! ended up beating it. it was weird because on the last screen i didnt really know where to go exactly, so perhaps that could be communicated more clearly. finding all the movement tech was pretty neat, but the wall jump just never felt right. jumping happens on click instead of on release, and so the wall jump should work similarly imo. i think you should also be able to spin dash out of a wall jump but perhaps that would be too much. in any case, fun time.
Thanks for the kind words!!
The wall jump can actually be done in two ways: you can simply click while falling against a wall, or you can hold the button to enter the wall slide state and then release it to perform a wall jump. In most games, you'd usually have one button for grabbing/sliding on walls and another for jumping, but since my game only uses the left mouse button as input, I ended up going with this approach.
I'm really glad you had fun playing!! ๐
Kinda reminds me of pogostuck. This game is so hard and unforgiving. The part where you need to wall jump up the spike wall to the left is so hard and having to collect the money first which takes like a minute due to the janky door is very annoying.
However, I still enjoyed it because I like hard games
I've seen quite a few people say my game feels like a rage game. I guess I have a talent for making those, even if that wasn't the intention. ๐
Unfortunately, I didn't have time to do any playtesting before the deadline, so I never got the feedback that the spikes in the second level's wall jump section felt that punishing. As they say, when you've been playing your own game for long enough, everything starts to feel obvious and easy. That's exactly why playtesting exists.
Despite all that, I'm glad you enjoyed it!
Yep same for me. I had a grand total of 30 minutes to playtest, and it was just me. It's probably the hardest and most overlooked part of a game jam. A short and simple, well balanced and playtested game is probably much more important than a complex, poorly playtested game. Always lots to learn for the future y'know, I hope we can both improve on this in the future lol
The movement is definitely an interesting system! Though it was pretty frustrating to navigate at times. I think this could definitely be a pretty effective rage game similar to shovel knight, though the lack of sound was quite noticeable.
Thank you for your comment! I'm really happy you enjoyed it! A large part of the early development was spent designing and refining the character's movement. Unfortunately, I had to spend a lot of time dealing with bugs due to my lack of experience, so I decided to focus less on the audio and pixel art. In the end, I wasn't even able to add any music to the game.
yo, control are pretty interesting
Thank you!