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A jam submission

Measure Twice - Jump FiftyView game page

Everytime you jump an enemy spawns. Can you jump 50 times?
Submitted by Piggward — 7 hours, 50 minutes before the deadline
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Measure Twice - Jump Fifty's itch.io page

Results

CriteriaRankScore*Raw Score
Enjoyment#14.2734.273
Overall#33.9323.932
Concept#54.0004.000
Use of the Limitation#93.9093.909
Presentation#183.5453.545

Ranked from 11 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Team members
Piggward

Software used
Godot, Audacity

Use of the limitation
You need to time your jumps so you can collect crystals without getting hit by projectiles. Timing is literally everything since you only dictate when the jump happens.

Cookies eaten
0

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Comments

Submitted (1 edit) (+1)

Great. Another game I have to bookmark to play later.

Seriously though, The game is great. Music was banging. Sounds were simple but fit. Maybe a tiny bit a variation in the sounds would help. Art fits the theme.

Overall, really good game. I may edit this comment when I play more later. I didn't complete it yet lol


EDIT: I kept playing. I didn't realize the goal was to jump fifty times until after I won lol. I just wanted to get all upgrades.

Developer

Thank you, I'm glad you enjoyed it! You are not the first to miss the goal of the game, haha! The small counter in the bottom left is too easy to miss. Anyways, thanks for the feedback and the kind words! :)  

Submitted(+1)

I really liked the gameplay loop in this one! Timing your launches while trying to collect as many crystals as possible and avoid the growing number of hazards creates a nice risk-and-reward feeling. I also really enjoyed the upgrade system, because even when a run ends, the crystals you collected still give you a sense of progression and a reason to immediately try again. The different upgrades also seem like they can change how you approach later runs. My main suggestion would be to make the upgrade screen and the effect of each upgrade a little easier to read at a glance, especially when first learning the game.

Submitted(+1)

Great game! The core gameplay feels pretty original, I can't remember if I've ever seen anything quite like it before. It gave me an idea for a game where kids stupidly run across a road full of cars to pick something up from the street... but we have a different theme :D

The incremental progression fits the core gameplay really well, and that combination makes the game work even better. Great job!

Developer

That would have been a cool theme (except when the kids are run over I guess?) :D I am too bad at art though, so simple shapes with a lot of glow is what I am sticking to, haha! 
Thank you for the comment, it's was fun challenge to take a simple concept (jump across) and try to make it interesting :)

Submitted (3 edits) (+1)

Simple yet effective.

Collecting crystals is very satisfying, the shield powerup is surprisingly fun to use, the hearts falling down give a much needed incentive for quick and less thought out gameplay, the fact that you can pause your movement but then commit to shooting across the screen consistently creates interesting choices, the powerups are well thought out and have great synergies, you somehow made it very apparent when you lose a life in all the chaos and lastly the way the shooty shooty things increase in quatity each time you cross the screen is very clever.

I didn't realise until I beat it that the "jumps" in the left bottom corner was the end goal, making me struggle to realise the importance of health and shields for much of my first playthrough. Secondly I didn't realise until I got the hold space to slow time upgrade that you can hold space to aim better.

LASER SIGHT I thought would've been more useful than it was. I thought it would show a red line where the triangles were gonna shoot, and then the line gets thicker the closer they are to shooting. I think that would've been very useful, cuz currently there's so much vital information spread in all corners of the screen. While this may be by design, the rest of the game design doesn't strike "I want to induce as much stress to the player as possible" as much as this does.

Other commenters have suggested an attempt meter, which I don't think is necessary as it promotes overly careful gameplay. Though something to tell runs apart would be nice.

Developer(+1)

Wow, thanks for all the feedback! I've seen you give thorough feedback on other games as well, and I want to say that it's really appreciated, it's what game jams are for.

Submitted(+1)

Loved playing this, really satisfying.

Developer

Thanks a lot! :)

Submitted(+1)

Really fun game I enjoyed it

Developer

Thank you for playing!