Play Game
Better Stop That Rocket's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Narrative | #1675 | 3.176 | 3.176 |
| Audio | #4600 | 2.765 | 2.765 |
| Artwork | #6133 | 2.706 | 2.706 |
| Enjoyment | #7065 | 2.412 | 2.412 |
| Creativity | #7790 | 2.529 | 2.529 |
Ranked from 17 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 need to stop the countdown for the launch of a rocket belonging to an evil professor.
(Optional) Please credit all assets you've used
See description for full credits (because I don't have any time left).
(Optional) What would you like to be called if GMTK features your game?
Rundevourer
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Comments
Holy sonic! Bro has somewhere to be. Could not reach the end. I`ll send a screenshot where I got stuck :D The game was fun. I had fun zoooooming past those lasers. Game is a bit to fast for me. Also does your game have coyote jump and jump buffer, if not you should check out a video on it :) Will benefit your next platformer game alot. Thank you for making this. :) You should be proud :D
Thanks for playing and for the kind words! The game does have coyote time, but it's very short (only 0.1 seconds) because it otherwise allowed you to very noticeably jump midair while at max speed. It does not have jump buffering though as I was planning on maybe that after everything else was done, only to realise that I didn't have any time left to do so. Will add it after the jam though (and maybe increase the coyote time even if it ends up making it seem like your jumping from midair).
It seems like this is meant to be a precision platformer, but the fact that checkpoints carried over your momentum meant that consistently setting up well-timed jumps was pretty difficult.
That said, if the platforms were a bit wider or the speed without shift was lower to make setups easier, I think this would've been perfect. I like the art, making every element super easy to read and understand. Great game!
Thanks for playing! You do actually lose the momentum you gained by holding shift, but I didn't stop to think that it probably would be a good idea remove all momentum due to having only an hour left for the ending and game over screen while also doing some final movement tweaks. Will definitely change that after the jam!
I got stuck at the second button, I like the narrative, and the art style is very interesting. From when I learned that I can run, that is how I continued I died at least 100 times trying to find what I am doing wrong. Anyway this is good game, good work!
Thanks for playing! Holding the run button lets you build up momentum while moving and releasing it reduces that momentum, even in midair. The idea is that you can use that quick reduction in momentum to slow down so you won't go over the platforms or slide into lasers. What I recommend for the second button is running towards the checkpoint, jumping once you touch it, jumping from the first platform from the side of the blue button once you land upon it and then doing two jumps in which you let go of the run button partway through the jump and then hold it again once on the ground to build up momentum for the next jump. The final two jumps after that can be done without holding the button.
I had a great time playing this! The starting cut scene was really cool!
Good game with clever concept !! Honestly i liked it keep it up. Wish you all the best very cool game. But at the same time insanely tough for me might be a skill issue ;)
super fun and super tough!! i couldn't get past the green button... that 1 block jump was too tough for me
Yeah, I think I might have gone a bit too far with that one. I'll make it a two block jump in the post jam update.
Very very tough but it's fun! I managed to just get past the green button, but I'll come back later and try to beat it!! With some input buffering and coyote time the gameplay would be a 10/10
Thanks for playing! The game does actually have coyote time, but it's only 0.1 seconds because I noticed that you could otherwise very noticeably jump midair while at max speed, but I'll likely increase it anyway post jam to make the game easier (and also add jump buffering, which I didn't have time to implement).
I managed to beat the game!! My final time was 6:43 :) It's very fun once you get used to the controls and the speed. I noticed the coyote time this time, I don't know why last time it felt like it wasn't there. Great job overall!
Congratulations!!! You're the first (and mayhaps only one if no one else ends up beating the game and posting a screenshot) to show proof of having beaten the game and are thus eligible to enter the jam period hall of fame (for beating the game the fastest) if no one ends up beating your time!
UPDATE: Congrats, you've achieved the fastest completion time with proof and have thus earned your spot in the jam period hall of fame! Just to know though, are you ok with me putting your username and completion time in the game?
Yay! :) Of course, and thank you again for making the game! I may go back and try to beat my time eventually too
No problem! Thanks to you and your team too for making yours! I just updated the game and have added the hall of fame (you can access it through the yellow button on the main menu) along with some tweaks to momentum, thus making minor adjustments easier, and audio and making the one block platform in the climb after the green button a two block platform. Feel free to check it out and to let me know if you want me to add your profile picture (or another picture of your choosing).
Sorry for replying so late, I've been pretty busy recently :( I didn't get around to trying the updated game yet, but the hall of fame scene was genuinely very sweet, it made me really happy to see it c': It would be cool to have Napo (the cat in my pfp) memorialized in the game and you have my approval to use the picture however you like, but of course you don't have to add it if you didn't plan on it. Either way, thank you so much!
I'm glad you liked it! I can add your pfp and thereby also your cat into the hall of fame, as it was actually my original intention to include it, but didn't know if that would be ok, though I do then need to either take a screenshot of your pfp, which will result in it looking blurry, or for you to send the original image to me, if that's ok with you.
Ah, apologies, I assumed you could get the full size picture from itch, but it seems to store only up to 100x100 resolution. You can download it from Discord, since it's the same there, and should be available at a decent resolution: https://cdn.discordapp.com/avatars/[...].webp?size=512. I think the picture itself is quite blurry since it's pretty old, but it should be ok. Let me know if that works for you :)
Well, I can tell you it works, as I just added it!
Very cool and fun!! Pretty difficult and I enjoyed the music, it reminded me a bit of certain Kirby tracks, like Rhythm Code (Puzzle Room) from Kirby: Planet Robobot! Very cool game, good job!! :)
I liked the game but I got stuck at the part with the blue button
Thanks for playing! If you're willing to try again, I recommend running towards the first platform from the side of the blue button, jumping when you touch the checkpoint before it, and then jumping immediately once you're on that platform and letting go of the right key partway through the jump to lose momentum so you can land on the second platform, then hold the key again until partway through the jump to the platform after that. From there you can do two smaller jumps to get across the last two gaps and get back to the blue blockade, which will be gone due to having pressed the blue button.
I liked the mix of high speed running, while needing to slow it down to avoid certain obstacles and make certain jumps. Very slippery though, especially for a platformer that requires a surprising amount of precision. I liked the setup a lot, gave me a good chuckle.
Controls were a bit slippery, but other than that, great game! I will not let anything get in the way of me and a vacation...
The plot is funny, but that's all that I liked about the game. The camera was placed in such a way, that you can't even see the platforms you're jumping on, for example the backtrack from the blue button, you can't even see where the first platform is. The movement feels weird, first the entire evil lair is covered in baby oil, making it almost impossible to correct yourself when jumping on the tight platforms, second there is no momentum, you just switch the direction of all of your speed and fly back into the laser while trying to correct your trajectory. There are no indicators of what you have to expect ahead, making it either a guessing game, or a frustrating walk from the checkpoint. It is fun to die to a hard platformer section, but it isn't fun to die because of a laser wall you saw last second and died trying to avoid it.
I really like the idea and I'm all for the hard platformers, but in order to have fun you gotta make it fair.
Thanks for playing the game and also for the fair criticism! In regards to the camera issues, the camera actually moves to the side of the screen you're facing to reveal what's ahead, albeit a bit slowly. That's also the case for the first platform when backtracking from the blue button: you can see the platform if you wait a little bit. I do think I could have made the camera adjust faster, but I didn't want it to yank to the other side of the screen when trying to course correct a jump.
And while it is true that you at times don't know what obstacles are ahead of you, you end up learning the existence of that obstacle by encountering and often dying to it immediately afterwards. The slippery controls are meant to push the player towards fast play where, after learning the obstacles in the segment they're at, they can rush through it, only stopping if they have to wait for a laser. The countdown of 10 minutes is meant to give them the neceassry time to attempt sections multiple times until they manage to get through it, though I can't definitively say whether or not I should have given more time as I didn't have anyone to playtest the game.
I completely understand that that can be frustrating and/or unintuitive, I'm just trying to explain why I made the game that way.
Fun game, with a unique artstyle! I liked the introduction, it was pretty funny. My biggest gripe is that the player feels too fast to control, especially with small platforms, but overall, I enjoyed it.
felt a bit stressful but it might just be me >< nonetheless I had fun playing it :DD
Fun fast paced platformer! Was a little bit to fast for me to feel in control.
don't let that evil man launch his rocket!