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Gonna Be Sick's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Audio | #3356 | 3.000 | 3.000 |
| Creativity | #3689 | 3.440 | 3.440 |
| Artwork | #3826 | 3.240 | 3.240 |
| Narrative | #3959 | 2.560 | 2.560 |
| Enjoyment | #5219 | 2.800 | 2.800 |
Ranked from 25 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?
The player's health is almost always counting down due to the tons of status effects. There also is the effects themselves and their timers, and the level time limit, both counting down.
(Optional) Please credit all assets you've used
Dafont.com: Fonts (specifically Pixellari by Zacchary Dempsey-Plante and AriW9500 by Catterio Sylt)
Google Fonts: Limelight font
Comments
Yo cool game.. it had such a retro vibe..and..the whole effects thing was really cool..with some more polish this game can really shine.. Great work bro..
intentionally take high water damage effect cause 3 effects are needed to open the door? This is what you call desperate times call for desperate measures. AI and the collision controls are a bit weird and I personally don't enjoy a joystick that slowly gives you speed. I feel like full speed/no speed is better but that's just a choice preference, it's a 8/10 game right now, and if you polish it and fix the bugs, it can easily become 10/10. Love it :D
glad you liked the game, and thanks for playing. the ai is wonky since I had to spend more time on all the other content but didn't have enough to fully polish the ai especially in level 1 and 2, where they either can't jump sometimes or rarely do jump. I should make it automated using a package next times so I don't have to worry about it as much.
the speed/slipperyness/acceleration is something people already mentioned. it is kind of a preference but more people want it gone than not so next time we do a platformer in a jam were gonna make it less slippery. and yes theres a lot of bugs, if we had time to fix those the game would probably fare better.
Very unique game and fun too! But if there is one thing that needs improvement is definitely the movement physics, they feel very slippery and some jumps are annoying with this movement physics.
Also holy heck there are so much debuffs which is crazy, i thought this would be a pretty small sized game but its actually pretty big and complex! Stopped at level 3 though the clouds are annoying.
thanks for playing. a few others noted the difficulty in controlling the player, including the slippery walking and how there's no coyote time for jumping. the more major issue I think is coyote time since it makes jumps a lot more annoying but I didn't have time to fix it up for the jam.
the amount of content is since I always set my scopes too high. should've just stuck with 15 or so effects instead of the nearly 30 in game and also worked on making levels longer since most of them despite being large, the game can be beaten in under 3 minutes and some levels under 30 seconds. I'm gonna try making a random level generator tool in case something like this happens again so I can just use it and get on my way.
many people hate the clouds and I get it. I should've made them give levitation (which is an unused variant of the effect they give that's like slow falling making it less annoying) but I forgot to check when I was dealing with those two effects and now one is unused and one is used for multiple attacks. sorry about that.
Though I struggled a lot at first, after getting used to everything it was very fun to try and find the optimal route, and (try to) speedrun it afterwards!
I like how some effects cancel others out, though it didn't always seem to work, or I just didn't see it correctly. I also like the aspect of randomness you added in with the wizard having different effects, but it did make the last level a lot more RNG based. This combined with my skill issue caused be to take at least an hour on that level. There's also lots of different effects and assets, and the music I find to be really good! Also the 3D background in the final level is really cool.
I found the controls to be a bit finnicky, but not too much to the point where it got really annoying. Also, for some of the effects, I find them to be more towards the negative side, rather than the positive side, and vice versa. The floating effect for example just leaves you locked to one axis for 5 or 50 seconds, and in the latter case, you're just going to be stuck for 50 seconds because of the many walls and platforms. Also, the ones that slow down or speed up (de)buff timers seem rather counterintuitive to me, as you would want to hold on to as many debuffs as possible (especially in the last level), lest you don't have enough at the exit.
This is all just my personal opinion though and minor issues if unintended. Minor issues combined though, can form slightly less minor issues, and eventually major issues, if not taken care of.
Regardless, this is really impressive for being made in 96 hours, and I enjoyed playing it :D
Also, I don't know if it's intended but I fell out of the map after beating the third level.
thanks for playing. about your issues:
the reason for the rng on the last level is due to us planning out 25+ effects and having no time to give all of them a unique way to get. I always take a specific route which lets me win most of the time since you can get all the needed effects and have them for enough time but it depends on if you get really bad effects or slightly bad effects since they can vary.
if you're talking about the slight slipperyness of the movement, that was to try to make the movement more fluid, but some people prefer more instant movement. from now on we'll try to make controls way less slipeery and more instant/reactive unless he game requires it.
most of the effects being called the opposite of what you think can be explained for most of them. slow recovery, although it extends your debuffs which makes it slightly easier to beat levels, having extended debuffs for so long makes you take a ton of damage and leads you to get killed easily if not paired with many positive effects, and quick recovery will cause you to take less damage from effects due to it making them all last less time. those ones make sense to argue against since that was my original argument but now I somewhat disagree. about the ascension/floating effect, that one was a bug, sorry about it. and blindness usually doesn't work due to fog related things in unity.
most of our team couldn't work on the game during the jam and thus I worked on it for a lot of time, but I think I got burnt out and didn't have the time to check for bugs. I think to prevent this happening we're definitely lowering our scope next time. sorry for the bugs.
falling out of the map is also a bug. it's because I forgot to add the ending cutscene to the scene list so it never loads. i completely forgot to test if the cutscene loaded which is completely on me, sorry. probably one of the more major bugs since you technically can never beat the game, sorry. thanks anyways, glad you enjoyed it.
So much is going on that it’s a little hard to discern what’s happening. Like I’m really impressed by the amount of content and assets here but there is a distinct lack of player feedback that makes it harder to parse. A really creative idea though and a lot of my issues are probably due to the game having a lot of ambitious shoes to fill. Very impressive work that I wish I was better at playing haha.
sorry about that, the game is meant to be chaotic but I made it way too chaotic, specifically the shock and ascension effects are just super annoying especially paired with some of the other movement effects. I always have much higher scopes in jams than I should and it goes wrong every time. there also is just a lot of bugs due to me putting alot of time into random things I shouldn't have. thanks for playing though.
it is very chaotic, in a good way! there is so much happening at once and the absurdity is very funny to me, like going from fisting Dracula to a rabbit, also the attack seems to have no cooldown and ive got an auto clicker on my mouse so i was punching at light speed
i was able to get stuck on the walls though from the moving platforms
glad you liked it. i tried adding a punch cooldown but like a lot of the other QoL features i added they all bugged out after i added stuff later on and i never noticed. also, the moving platforms bug i had no idea about, since i ported them over from another project i worked on a while back and usually they automatically stop to prevent crushing but i don't know what happened. sorry about the bugs and thanks for playing!
This is an incredibly interesting idea, however thanks to a mix of me playing the android version and me being terrible at 2D platformers, I found this gave very hard... Ended up giving up at the third levels thanks to the clouds 😅
Either way I'm 99% sure that's a skill issue on my part, so good job to the team that made this 👍
glad you liked the idea. the 3rd level is a lot harder since it's more to test the players skill and endurance and also is a little luck-based sometimes so it makes sensee you stopped there, that's still very good.
about the dictionary, a lot of effects actually talk about other ones which was an oversight since i wrote all the entries to it before choosing where a few of them would be introduced or located and then completely forgot about the order I was supposed to use. sorry about that. thanks for playing!
I wish more debuffs gave you special unique abilities when they were on you. Currently it's only the lava making you jump higher and that mechanic is really interesting. I feel like if you got something from the debuffs and they lasted a lot shorter, it would make planning a level a lot more interesting as your health becomes a resource you need to use for platforming (Not like Paralyze though I think that ones a bit annoying)
Besides that though the idea is really funny I love becoming the world's most afflicted man and running around in a dungeon
thanks for playing, and I get what you're talking about since all the other debuffs are solely debuffs. and I'm pretty sure lava making you jump higher was unintentional. the thing that was supposed to deal with that was how you often get positive effects from enemies that will damage you while giving you the effect but usually the effect is more powerful. also if you're talking about the Shock debuff I kinda agree but we already put it in game and has nothing else to do with it. either way thanks for playing
Good original idea for the theme, plays well and is good fun, but some of the backgrounds get a little hard to read (i.e whats a wall vs what can be stood on) overall good job tho
The music is great and I love the idea, though I really wish the jump had more leniency (I'm not sure if there's Coyote Time but if there is, it feels VERY undertuned), trying to struggle through having a bunch of different afflictions reminded me of my experience trying to get out of bed in the morning! Good Stuff!!
the coyote time was implemented at one point but somewhere during development something must have caused it to stop working or I may have accidentally turned it down during testing. I probably will release a massive patch after the rating period since it's too late. glad you liked the idea and the music.
I too never wake up on time
FINALLY found another platformer.. i thought i had made the only one.. lol.. Good luck.








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