This is incredibly polished and the movement is so fun. Love it. The only thing i would change is making the collider for the first spikes at the start a bit lower because it feels a bit too punishing to die as soon as you move off the edge. Thats only a tiny flaw tho this game is awesome. Nice
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Stompa's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Game Design | #136 | 3.448 | 3.448 |
Innovation | #148 | 3.276 | 3.276 |
Fun | #171 | 3.345 | 3.345 |
Overall | #227 | 3.253 | 3.253 |
Audio | #228 | 3.172 | 3.172 |
Graphics | #230 | 3.483 | 3.483 |
Theme | #510 | 2.793 | 2.793 |
Ranked from 29 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?
The main mechanic of the game is a "stomp" performed by the main character which lets you dive deeper, building up speed in the different levels of the game.
Did you write all the code and made all the assets from scratch?
Yes all the assets where made by myself during the jam.
Comments
I wish I was better at speed-runny games like this because I feel like this game would be a lot of fun to optimize your route through. The mechanics are cool and the art is really nice and minimalist. Nice job!
Simple game, well polished for the timeframe.
I found myself wanting to hold space and stomp to just continuously bounce.
It did feel clunky at some parts, but very satisfying to combo stomping enemies at other parts.
Music was intense without much variation, but really not too bad.
Well done!
Yeah. The gameplay balancing is the point in each jam I participate where the motivation goes down and I try to bring all the things together which are kinda loose in the game combined with doing all the stuff I don't like to do which are still necessary for the game (like menus, UI, smaller animations). Surely I will get some good game balancing in up coming jams. We will see. XD
Thank you for playing my game!
Nice game, the graphics are good, I like how player's legs react to him falling.
Unique and well-designed platformer mechanic, and genuinely challenging (in a good way!). I liked the detail that you could keep momentum from previous moves (e.g. getting more speed by jumping into the wall).
Loved the mechanics and concept. The building up speed makes precise movement very challenging, as the speed is not constant.
Fun game, the stomp action is fun and adds a new element to the gameplay. Scaling was a little weird for the screen view but maybe that was just my computer.
Fun game and interesting concept!
Overall it's very well made and polished, but something about movements are a bit off. Sometimes I gain a lot of unexpected speed (like when I start climbing a wall) and sometime I lose momentum and I'm not sure why XD Technically speaking I feel like there are some interaction that are not working as intended. Other examples are the stomp that sometimes give you an air jump, and the basic enemies that if you press space the frame you hit them make you do a super jump.
Despite that, the game is still very fun and I enjoyed it a lot. One thing that in my opinion you should remove is to have to kill every enemy to complete the level. When you go fast you usually skip some of them, and have to take care to kill them all slow down the player, while the best thing is to go as fast as you can without dying.
I feel pretty much the same way about enemies slowing down the player, but I personally think that the main proble is, that some of the enemies just give you more boost by default (which is impossible to know for the player) which I've done to make some areas in the game accessible which again was a bad Idea after all. Still thank you for playing my game and giving me some feedback! We will see if I keep working on the game or not.
I feel like the idea has some potential, but the levels make it kinda hard to go all out with the speed. I can see it working similar to Neon White but with a 2D Platformer style, like mixing speed and precision for a fun speedrunning game.
I think that having less spikes or at least making them more predictable and reducing their hitbox in such a way that they can't hit you while you're still on the ground could help. Also, the default enemies have some weird properties in which sometimes they will give you a small vertical boost and sometimes they don't, making that more consistent could also help. In terms of controls I think that using the jump button to walljump would be a little bit better than just the movement keys, but that might just be my opinion.
I really liked how you can stomp to quickly gain acceleration, using that could lead to interesting situations, and the speed boost felt really nice.
Gotta love that cute little ball-guy. You got some adorable animations in there. I like the retro style (music and graphics). All in all, well done :)
Cool looking game and seems well polished, but the stomp wasn't working for me so I couldn't really play it.
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