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Bob's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Controls | #40 | 3.650 | 3.650 |
| Accessibility | #50 | 3.250 | 3.250 |
| Theme | #54 | 3.850 | 3.850 |
| Fun | #68 | 3.350 | 3.350 |
| Overall | #75 | 3.293 | 3.293 |
| Audio | #98 | 2.950 | 2.950 |
| Originality | #104 | 3.200 | 3.200 |
| Graphics | #118 | 2.800 | 2.800 |
Ranked from 20 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Godot Version
4.7
Theme Interpretation
You can give a charge to move your character by dragging your mouse
Wildcards Used
Cutie
Add something cute
Discord Username(s)
.winet
GWJ Participation Level
1
Team Size
3
Generative AI Disclosure
I confirm that this jam entry does not contain any AI-generated content
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Comments
A genuinely fun platformer! Whilst it was pretty tough and i didn't manage to finish it, some of the platforming felt pretty satisfying when it hit juuuust right!
There was some initial confusion at first as to why i was blowing up when hitting certain things like tables or trees. Perhaps hazards being more obvious that they are an actual hazard would be handy?
That aside, it was very fun just to fling yourself around in the environment.
Well done all!
Really nice platformer with great game-feel. The slow-down mechanic while charging up the next jump was looks and feels really nice. Great entry! One suggestion: because the camera is quite close to the character, many times the challenge is coming from the fact that you can't see where you're jumping toward. Not sure if this is intentional design or not, but it might feel even better to control if the level design allowed the camera to zoom out so you can see the obstacles you're about to dodge.
Hi, thanks! It wasn't intentional. I just couldn't figure out how to make a camera that looks a bit forward in direction of movement and at the same time to make it not nauseating or to harsh when switching directions
I love a good physics platformer. Definitely challenging—I made it to the red gears. I liked the variety level-over-level, I think a few checkpoints could've been nice, especially since some of the levels were moderately long, but I still had a good time. Game feel was very nice.
no matter what I did I could not get past the second level cool mechanics though the slowing down of time and the shooting was good found the audio slowing down annoying it does give the right feel but felt like too much I don't know good job though probably that is just a me thing
Cool game!
I got to the level with red saws, became a bit frustrating at that point. It's kind of a matter of taste, I've seen this mechanic of jumping before (only game that comes to mind now is "Balls?" by Dani) and I like how it was done here, but I think I would've personally preferred a more foddian approach to the levels, having you basically climb with no way of dying to obstacles and, instead, multiple (although manageable) ways of falling and losing progress. But that's just an opinionated idea, it'd be surely a different type of game.
In any case, I think this was well executed and the presentation is well done. Nice entry!
neat little game! reminds me of those ddnet levels
Great submission!! Really enjoyed the controls :)
Thank you! Glad to hear this.
Nick - our level designer, asks, can you tell more of how far you get and maybe some difficulties you faced during the gameplay.
Sure, we managed to finish it!! :D
A few nitpicking comments: in the last level the boxes collapsed the way and we had to kill ourselves to retry it, and was a bit frustrating. Also, in the stamina bar, the controls don't respond if it is below the last square, even if you have some left (it feels like you should be able to make a small jump). We think the center of the control is computed from where you last clicked, and some times when you bounce with the windmills it is harder to keep track of where the center is.
But we are being very nitpicking, its an awesome game, waiting for the full release!
I liked the way this game's controls felt, it was pretty satisfying to chain together movements quickly.
It was a bit confusing why some things would kill me and others wouldn't, maybe the dangerous obstacles could be the same colour or have an outline or something. But other than that, it was a fun game :)
Yeah, agree. In hindsight we really needed to think about how we actually communicate what's deadly and what's not.
Glad that you liked movement. I spend a lot of time tuning and iterating between different approaches for calculating force. I wanted to achieve feeling of you being a speedrunner, that knows and performs every move perfectly. Fans still feel very unpredictable. But oh, well, we will get it on full release.
Thank you for your feedback!
It's definitely worth taking the time to play this game. I liked the graphics and different mechanics of the game, but the music is quite complex and quiet, but I definitely need to spend time on it. I stopped at the second level and then I couldn't get through the control. It supports control for phones.
Sorry, I didn't thought about mobile during development and some features inaccessible, but I tried web build on my phone and controls feel fine. Can you elaborate more on your issues with control? I've deliberately set music to be lower in volume so music doesn't get annoying to quickly. You can turn volume up in settings, but they're not accessible on phone. TLDR, it's better to play this game on PC for now
Thank you for your feedback
yes, the controls are normal, I don't seem to have met any bugs, but probably the controls for phones are not very convenient, you can play, but somehow it's not convenient for me, but the controls are normal, I advise you to add effects in the future, and the game is very good.
loved this game. it's funny how we both thought jumping and bouncing with a charge, i think its kind of an organic design with the theme, but your interpretation was really fun. loved the music slowing down.
It was really confusing to play your game for a first time. We were so used to our slingshot approach, we were trying to play your game the same way :)
Btw, Nick - our level designer would want to know how far you got into the game and what level or parts you thought were difficult.
hello. so i thought the game was a bit difficult. i made it past the initial level and then the level after (so i guess level 1 and 2), but got kind of stuck in level 3 (with the rotating crosses). i thought most of level 2 was quite difficult because you needed to mantain a high level of control at all times but overall i found clearing it enjoyable. in level 3 i felt it got a bit too random too quickly. overall pretty good. i think that you guys could have made a bit more clearer which of the non white block objects would kill you. sometimes i would aim for a floor with some objects in it thinking they were part of the background but then i would just die.