I really liked all the pixel art and the music, good job with that.
The gameplay was way to precise imo, maybe adding coyote jump and jump buffering would help a bit but the main problem was the level layouts.
At the start they were very easy, then they became confusing and frustrating. If the player can't make a particular jump the level designer sould make that clear from the start. Take the famous italian plumber as an example of good level design, or even SuperMeat Boy.
Play masterpiece
de_dust In The Wind's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Music | #68 | 3.458 | 3.458 |
| Gameplay | #93 | 3.292 | 3.292 |
| Is the graphics 1 bit? | #93 | 4.917 | 4.917 |
| Art | #106 | 3.500 | 3.500 |
| Overall | #128 | 3.507 | 3.507 |
| Originality | #196 | 3.000 | 3.000 |
| Theme | #232 | 2.875 | 2.875 |
Ranked from 24 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Comments
The game has a nice, simple control scheme and is a lot of fun.
I liked this, simple but effective platformer. However I wasn't a big fan of jumping in blind and then dying and going all the way back to the beginning of the level with no checkpoint. Didn't feel very fair to me.
Loved the art and the music! Nice job!
I believe this is a great start for a first game! It required some skill to play without the Coyote time especially on tight areas. Those friends deserved to be obliterated for standing in my way. Good game!
Nice! It was hard at first but I eventually got the gist of it.
Very fun and quite challenging! Loved the music, and the unwavering optimism of Skinny Steve :D
I loved it. It is hard and it locked me in trying to get through the levels!
It's a Pretty hard game that could be improved by just adding more juice maybe some screen shake, also the movement especially for a platformer was very rigid, maybe adding some coyote time and jump buffering would help make it much more responsive
Yes, the platformer controls leave a lot to be desired. It was Sasha's first game and first approach to Godot, so he and I agreed that it'd be probably the best we would manage to get in the jam timeframe, and we needed to define the physics variables to start building the levels (if we changed the values we would've had to change the design).
As for the screenshake, I'm wondering how could be implemented to improve the difficulty curve. Can you give me a hint on that?
Coyote time: I dindt know the term haha. You are right on that and we wanted to, but weren't able to implement it.
cheers!
Wow, great to hear you were able to finish your first game, especially in such a short time! When it comes to screen shake, it isn't used to make the game any harder but it helps the game feel more immersive or as some people call it "Juicy" or feel here's a few videos I found that helped me understand what Game Juice was
And
Obviosly color wouldn't apply to this game,But maybe it can help in your further game dev endevoursObviously





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