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A jam submission

Adventures Of JacariloView game page

Jacarilo's tiny yet incredible adventures
Submitted by Luiz Verri — 2 minutes, 6 seconds before the deadline
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Adventures Of Jacarilo's itch.io page

Results

CriteriaRankScore*Raw Score
Enjoyment#17613.5503.550
Narrative#25392.9002.900
Audio#29363.1003.100
Artwork#40193.2003.200
Creativity#46033.2503.250

Ranked from 20 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?
It's a speedrun game where you run against the clock to get the best rank possible on each stage.

(Optional) Please credit all assets you've used
My little sister helped a lot with the art styles, thank you, sister! <3

(Optional) What would you like to be called if GMTK features your game?
Luiz Verri

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Comments

Submitted(+1)

Took a bit to figure out the movement, but once I did everything felt great, and only a bit janky. A simple story that works, and mechanics that are easy to pick up really add to the replay value. Speaking of replay, I think having options to skip cutscenes to get to attempt sooner would really add to the experience. But still a lot of fun!

Congrats on completing the jam!

Developer

Thank you so much for playing and for the kind words! I'm really glad the movement clicked for you and that you enjoyed the story and the replay value. You are 100% right about the negative points:
The Jankiness: I completely agree! I ran out of time to polish some of the edge cases and movement logic, so it definitely ended up a bit rough around the edges.
Skipping Cutscenes: A quick retry is absolutely essential for a game like this, but I literally ran out of time before the deadline to code a skip button. I submitted the game with 2 minutes left on the clock, lol! It is definitely the first thing on my list for a post-jam update! Thanks again for the awesome feedback and for the congratulations! :D

Submitted(+1)

I enjoyed this a lot more than I thought I would! It reminds me of Rayman origins/legends, which are some of my favourite games! It has a simple but cute story, and an artstyle that matches the story. I wish retrying was quicker and sometimes the movement was a bit janky (it worked great for the most part, but I got stuck in the destructable walls once or twice, and it was a bit difficult to transition from wall running to normal movement. Maybe make it like Rayman where the controls don't flip instantly, but instead only when the player stops moving in a direction?). Cool game :D

Developer(+1)

I'm so glad you noticed the Rayman inspiration! I actually based it heavily on the time trials from Rayman Legends specifically, rather than Origins. Legends built those levels purely for speedrunning, whereas Origins mostly just added timers to levels you had already played without pressure. Actually, the first level is the only one that really captured that Origins vibe, since you kind of play through it twice.

I completely agree that the retry system needs to be way snappier (like skipping the cutscenes). I really wanted to add that, but I literally submitted the game with only 2 minutes left on the clock, lol!

You're also totally right about the loop exit feeling weird. I programmed it to time out the air movement, but the moment you touch the ground, it snaps back to your input direction. I knew Rayman didn't handle it like that, but I didn't have time to boot up the game and study their exact logic, so it ended up a bit janky.

As for getting stuck in the destructable wall (I assume you mean the one after the loop in level 3?), that's a funny bug. When Jacarilo goes through a loop, only the sprite rotates, but the hit detection stays locked to your directional input instead of following the sprite. It definitely shouldn't be like that, but again... ran out of time, lol! I definitely need to manage my pacing better for the next jam. Thank you so much for playing and for the amazing detailed feedback. I really appreciate it! :D

Submitted(+1)

Tots understand the missing pck file, but other than that, the game was really enjoyable. I had been waiting to see a speedrunning game on the jam, and this one was really good. Nice work :D

Developer

Thanks a ton! :D I really appreciate you understanding the missing .pck file situation, lol, silly me! I'm super glad you enjoyed the speedrunning aspect of the game. Making it fast and chaotic was the main goal! Thanks for playing and for the awesome comment!

Submitted(+1)

This game really suprised me with how polished and fun it was! At first it seemed a little janky, but that was only because I didn't understand the mechanics behind movement. Once I figured it out, I was flying though the levels! I even got an S-Rank on level 3! Great work with this game!

Developer (2 edits) (+1)

Yoo, an S-Rank on level 3?! That's absolutely insane, huge congrats! I'm beyond thrilled that you stuck with it until the movement fully clicked. Hearing that you were literally flying through the levels makes my dev heart so happy. Thank you so much for the legendary feedback, you rock!
By the way, I'd love your opinion on something: do you think I should add some kind of delayed hint if the mechanics don't click for a player after a while? My original goal was to keep some movements a secret to give players that satisfying eureka moment of discovery, almost like Jacarilo is chasing someone for the first time and learning how to move through pure serendipity. Let me know what you think!

Submitted(+1)

I think expanding the game to have more than 3 levels would definitely help players learn the hidden mechanics, especially since it gives more room for hints for mechanics (maybe even having levels that require those mechanics would be cool, like how in Celeste some of the B-Sides teach you tech that's required for that level but can also be utilized earlier in the game). Tethergeist has 2 differnet achievements for movement tech that encourages trying new things but doesn't outright tell you how to do it, which might work for this as well.

Developer(+1)

That is such a great point, thank you for the analysis! Expanding the game to organically teach those hidden mechanics through level design is definitely the way to go. I haven't played Tethergeist yet, but I'll definitely give it a try now to extract some ideas from those movement achievements! Regarding Celeste, I've played it before but never got around to trying the B-Sides. Knowing that they serve as a playground makes me want to go back and continue my save file just to study it. Thanks again for the amazing feedback!

Submitted(+1)

this game appears to be very simple on the surface, but the mechanics are actually quite complex and very fun! The music and art tyle are great too. Totally underrated!!


ps. i totally understand you missing the .pck file (I almost did it myself lol) but i guess that happens in these game jams.

Developer(+1)

Thank you so much! Hearing that you found the mechanics fun is a huge compliment. And thank you for the kind words on the music and art, having the game called underrated really made my day! Also, I am really relieved that you understood the .pck file issue, lol! The final hours of a game jam are always so chaotic, silly me! Thanks for playing and leaving such an awesome review!

Submitted(+1)

Super fun game! I like the character design and animations—especially the way the camera swivels to follow you as you hug the walls, and with the soundtrack it feels like a agent. Hope to see more emphasis on this stylish action in future builds!

Developer

Thank you so much! Hearing that the character design and animations stood out to you is awesome. I spent a lot of time tweaking that camera swivel, so I'm really thrilled you liked it! I absolutely love that you got a agent vibe from the soundtrack too. I definitely plan to lean even more into that stylish, fast-paced action in the post-jam updates. Thanks for playing and leaving such great feedback!

Submitted (2 edits) (+1)

Hey man! You asked me to play your game, and so I did. I came into it with very little expectations. The artstyle was charming albeit pretty crude, as though it had been drawn in crayon by a child, while the screenshots didn't seem to offer much in terms of variety. I'm glad I stuck through the game's three levels, though, because this is honestly pretty great. As someone who also excruciatingly made a 2D platformer game that centers around time troubles, I know that you know just how hard it is to convey the necessary information without burdening or overwhelming players. This game straddles the "info load"perfectly well, being that it is intuitive and easy to read which is especially important for fast-paced games (see: Pizza Tower and the Sonic franchise for examples). Examples of intuitive design in this game include the subtle way which this game teaches the wall jump mechanic, the secret key paths that unlock some faster route later on which feel neatly inspired and not just tacked on, even the way the intro cutscene clues players into the fact that they can damage boost off the purple spike to launch upwards into a secret key path! These are all convincing examples of a game that, while seemingly basic, actually features strong design fundamentals. I commend you for the great work you've put into making the level design as tight and understandable as it is. Even still, I have a few comments:

* For fast-paced games like this, it would be a wise idea to let players skip the intro cutscenes for each level. When you encourage your players to be in a mindset of "go! go! go!" you're going to want to let them be able to skip anything that could slow them down, unless it's something important, as it can be rather irritating and flow-breaking (especially when players die a lot, like I did).

* Consider using hit-stops for your game. Hit-stops are brief pauses after killing an enemy. They might be useful after a player does a running attack and get a speed boost, just to let them quickly get their bearings before being launched forward.

* Narratively, you should make clear who's who. I don't know who Jacarilo is, I don't know who "the mosquito" is, and for all I know, I haven't even seen a mosquito.

* Finally, and this one is smaller compared to the others, but your game might have a bit of a categorization issue. Are you sure this is a "racing" game? Not too big of a deal for a game jam, but when you're selling your game to the masses, you're going to want to find your right audience. You might want to think a bit more deeply about what you categorize your games moving forward.


That's all. Take these comments in good faith. You've done a great job; this is one of the best platformers I've played so far in the jam. Congrats on participating, and I wish you the best.

Developer(+1)

Wow, thank you so much for taking the time to leave such an incredibly detailed and thoughtful review! I really appreciate it, especially coming from a fellow dev who knows firsthand how tricky it can be to balance a time-based platformer! Hearing that you enjoyed the game and being mentioned alongside classics like Pizza Tower and Sonic is a huge compliment! Your feedback points are completely spot-on:

Cutscene Skip: Totally agree. Running out of time was the only reason it wasn't there, making players watch it repeatedly definitely hurts the pacing. It's priority #1 for the post-jam update!
Hit-stops: I honestly hadn't even stopped to think about hit-stops! That is a very good suggestion! Adding a brief pause on impact would give the combat so much punch and help players re-orient themselves.
Lore and Mosquito: You made a really good point here. I ended up leaving the mosquito out because of the time limit, and with all the jam pressure, I didn't have much time to think of an interesting story to tie it all together. So the narrative definitely ended up floating in the air, just like you said. I completely agree.
Categorization: You're 100% right! In Brazilian Portuguese, "racing" translates to "corrida", a word that can simply mean running on foot, without specifying if it's like Formula 1 or MotoGP. But now that you mentioned it, "racing" in English definitely gives off a Need for Speed or Forza Motorsport vibe rather than a speedrun game. Action/Speedrunner fits way better!

Thanks again for playing through all three levels and for giving such constructive, high quality feedback. I am really glad you enjoyed it, and I wish you all the best with your game as well!

Submitted(+1)

Fun! I really liked the character movement. It felt very satisfying. I think that the camera shake was a bit much for me personally but I had a great time!

Developer

Thank you so much for playing! I'm really glad you had a great time and found the movement satisfying! That's a great point about the camera shake, I will definitely address that in a future update, either by reducing the default intensity or adding an option in the settings so players can adjust it or turn it off completely. Thanks again for the awesome feedback and for checking out my game!

Submitted(+1)

The different paths are cool and add a lot of replay value! If one can sit trough the introduction slides over and over again.

I really liked the art, it fit well with the chaotic and fast gameplay.

Developer

Thanks a lot! Also, huge apologies for making you watch those intro slides over and over, totally ran out of time to code a skip button before the deadline! I'll definitely fix that in a post-jam update. Glad to hear you enjoyed the paths and the art style, though!

P.S. And sorry again for completely missing the mechanics of your game at first, totally my bad!

Submitted(+1)

Top notch! Very fun speed running game, I loved that I got to discover movement tech on my own like running on walls, very satisfying and fun. Also loved the art style, perfect for the vibe of the game! One of my favorite games so far this jam!

Developer(+1)

Thank you so much! I am so happy you liked the game. Leaving out the tutorial for the loopings was a deliberate leap of faith, so seeing you pick up on it naturally feels amazing! Thanks for playing, I really appreciate it!

Submitted(+1)

I like it! The scuffed artstyle makes it endearing and the sound effects are pretty funny as well. The only issue I have is that the only way to exit is to Alt+F4. Great job.

Developer (1 edit) (+1)

Thanks a lot! I am really happy that the art style and the sound effects hit the right note for you. I apologize for the lack of a proper exit button, making you Alt+F4 definitely wasn't the plan! I've noted this down and will add a exit button in the next patch. Thanks for taking the time to play and review!

Submitted(+1)

I love it! The artstyle is great and as said it has great vibe and cuteness! And the Audio is amazing!! :D Amazing job, well done! :)

Developer

Thank you so much! I am really thrilled that you loved the art style and the overall vibe! The audio was super fun to put together, so hearing that you found it amazing really makes my day. Thanks for playing and for the awesome feedback! :D

Submitted(+1)

The overall art style is really joyful and has such a vibe! The ladder getting smashed and exploding is really satisfying! Idk if this is an issue but the level keeps going when time's up. Btw I like to think of Jacarillo's fist hitting others as just Jacarillo giving a thumbs-up to everyone lol!

Developer(+1)

Thank you so much! I'm really glad you liked the art style and the overall vibe! About the timer: the system actually broke at the very last minute, and since I couldn't fix it in time, I decided to just disable it. And I absolutely love your theory about Jacarillo's fist! Let's just say it's a very aggressive thumbs-up! lol

Submitted(+1)

LOL this is amazing! I love the way it gives you a chance to run through the stage before the countdown begins. The graphics are... charming :) and the music is perfect! Only the controls were a pain point for me: I think having Shift to dash was a bad decision, and I couldn't run and punch at the same time effectively. Maybe if I used a controller it'd have been better, but I don't have one on my right now. That said, deffo one of my favorites so far!

Developer

Thank you so much! It’s amazing to hear that this is one of your favorites! I completely agree that the controls feel a bit awkward. Using the Shift key for the dash was really just a habit, since so many games do it, even if it doesn't feel quite right here. For future updates, I plan to move the attack and dash commands to the mouse and to keys like J and K to reduce the overload on the WASD hand, and I will also add an option for control customization. Thanks again for playing and for the fantastic feedback!

Submitted(+1)

I loved this game, and I do not know why i loved this game so damn much. The sound effects, the speeds you go when you combine attack & run, its all  just fun.

Developer(+1)

Thank you! Hearing that you had so much fun with the attack + run combo mechanic means a lot to me. I really wanted the movement to feel fast and crazy. Thanks for taking the time to play!

Submitted(+1)

Very clunky, and very cute and charming. Love it, keep it going.

Developer

Thanks a lot for playing! I really appreciate the kind words. That specific "clunky" and chaotic feel is a big part of the fun I want to build. I'm thrilled you loved it and found it charming. I'll keep working on it!

Submitted(+1)

The movement and momentum are really fun and could certainly be expanded into a full game! I also really like the art style

Developer

Thank you so much for the feedback! I'm really glad you enjoyed the movement and momentum. Hearing that it has the potential to be a full game is incredibly motivating! I'm also thrilled that you liked the art style. Thanks again for playing!

Developer (5 edits)

From the Developer:

Quick Fix: I forgot to pack the .pck file inside the main download! To play, just download the .pck from this link and drop it into the same folder as the game executable. Sorry for the extra step!
LINUX(.pck): https://drive.google.com/file/d/1EdONsefLsmBE8FbUSn0etaOzK5jXrMYT/view?usp=sharing

WINDOWS(.pck): https://drive.google.com/file/d/1Ng0aAQDIxY5lnEwYXzVSh7o9p9_iOt9t/view?usp=sharing