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Cavern Rush's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Artwork | #1054 | 4.000 | 4.000 |
| Enjoyment | #1182 | 3.714 | 3.714 |
| Audio | #1220 | 3.500 | 3.500 |
| Narrative | #3288 | 2.714 | 2.714 |
| Creativity | #3758 | 3.429 | 3.429 |
Ranked from 14 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game fit the theme?
You are racing a countdown timer in an attempt to escape the caves, running out of time means you must start again
(Optional) Please credit all assets you've used
i pixel u font by rodrigosrtz:
https://www.dafont.com/i-pixel-u.font
(Optional) What would you like to be called if GMTK features your game?
redley
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Comments
Looks and feels just like a gameboy classic. Very impressive for such a short jam! One of the better games I’ve played so far :)
This feels really polished, and seems to have a lot of content judging by other people’s screenshots! The art and music are really charming, too. Try as I might, though, I haven’t been able to complete level 5; I just can’t figure out how to start the level with enough time left to allow me to complete it, even if I complete all the previous levels near-perfectly (to my knowledge, anyway). It seems almost frame-perfect, though logically I know it probably isn’t, given that multiple people have done it. I enjoyed what I played up to that point, though! My one criticism is that the heavy screenshake when the timer is running low makes it really hard for me to concentrate on the platforming and get my bearing after level transitions - perhaps that’s part of the intended challenge, but I thought I’d mention it.
An old school look and an old school difficulty.
I somehow died instantly after getting the jump? Maybe the timer was running in the dialogue screen that told me I obtained the jump.
Do you know if your timer was particularly low when you unlocked the ability? I think level 5 had the lowest base time to clear at like 0.5 to force players to interact with the main mechanic, but if memory serves I ceiling the time remaining before adding the next levels' time so at worst you should still have 1.5 seconds, but I'll look into it
ah I wasn't aware you can take the remaining time into the next level, that explains a lot then. I don't remember how much time I had left, but it was not that much since I was playing pretty badly.
Hell yeah, I beat all the levels! The game is fantastic: artwork, audio, progression - all is peak! But yeah, the game is hard. The game would be even cooler if there was a key for restarting the run, because sometimes you know you already don't have enough time for the future. And if you could practice the levels not when you already beat them for the first time, but when you first enter them, it would save a lot of time for me, especially with level 20.
Also, I encountered a bug. If you go START> PRACTICE and after that hit ESC and choose QUIT, then the level chooser will overlap the screen.
The game is great, it was an excellent experience to play it!
oh lord, I hadn't considered that trying to throw the little intro level in would have offset ALL of the levels, I thought it was only 19 and 20 that you had to beat to be able to practice, my apologies for that lol, a restart button is a great idea though! Especially since I have an additional button mapped that is literally never used. I could probably add that to the project right now for when I update it after voting ends. I also caught the pausing on level select thing like right after submissions closed, but thank you for pointing that out as well lmao
The gameplay was long and grueling. After a 3 hour session, I unfortunately did not make it to the end. I decided to call it once unlocking the wall jump. This game would benefit from more playtesting, tweaking controls, making the time more forgiving, and potentially adding checkpoints. However with that being said, the level design is clever and finding skips to save time is satisfying.
Yeah, the game definitely came out a lot harder than I intended, and by the time I had gotten anyone to play it, it was a bit too late for major changes lol. I have changed the controls of the stomp to simply be pressing Down instead of Down and Dash to prevent accidental dashes when stomping and vice versa, and added a bit of shifting so you're less likely to hit your head when jumping close to corners. The last level in particular was supposed to be quite difficult, which would be balanced out by the fact that you can practice individual levels until you're comfortable and consistent with them, but because I forgot to connect a level, the levels you can practice got desynced meaning you can't practice the 2 hardest levels in the game until you already beat them which is quite unfortunate. I could definitely tweak the timers a bit since a lot of them were kinda decided on by choosing a random number then running through the game and seeing if it was clearable. But not being able to find all of the skips would definitely make the timer seem a lot tighter than intended and I definitely did not consider that when creating levels lol.
some crazy work right here. how many levels does this game have!??
There's supposed to be 20 but I didn't connect level 18 to level 17 since I threw it together well after 19 was done so there's only 19 in classic mode lo
damn this game is insanly good !!
the game is so good and the idea of getting strong and staying even after the game rest is fantastic in my opinion
grrrrrrrrr the amount of times i friggen bumped my head and couldn't jump high enough anymore, or pressed jump and just didnt jump so i kept fallign down :sob: