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Say, a Windy Day?'s itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Theme | #293 | 3.460 | 3.460 |
Innovation | #376 | 3.143 | 3.143 |
Fun | #471 | 3.095 | 3.095 |
Game Design | #494 | 3.111 | 3.111 |
Overall | #494 | 3.111 | 3.111 |
Graphics | #635 | 3.063 | 3.063 |
Audio | #647 | 2.794 | 2.794 |
Ranked from 63 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 wind in the game starts out tame, but by the end it turns very strong.
Did you write all the code and made all the assets from scratch?
SFX from Hollow Knight. End music by Waterflame. A few textures from online stores, which are linked in game's description.
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Comments
Cool game! Very nice wind and general feel :) Although I found the camera movement a bit unnatural at times and the ferry felt very difficult to navigate with the tilted camera, but I guess that’s part of the immersion. Overall, great work!
Thanks for playing! Yeah a few people told me something was up with the camera.
I FINALLY BEAT THE GAME!!! :D
I really appreciated the difficulty in the final level but the strong wind physics combined with the lack of coyote time and jump buffering made it feel more unfair than it actually is. The other 2 levels though are extremely good introductory levels with core mechanics being covered in the first one and the second one teaching additional mechanics like the nets. These levels made the gameplay very fun and something you would want to keep playing until you reach the end.
Along with the decent visuals and the limited but good audio, this is a solid game 👍
Thanks for playing to the end! Many failed where you succeeded. Yeah there was meant to be 5 levels but I had to cut some out because of time restraints. You played levels 1, 2, and 5 instead of 1, 2, and 3.
Thanks for the visual check, not many comments told me how good I did with what was mostly my own pixel art.
The rating number didn't go up did you forget to hit "save rating"?Was very interesting, really great idea for the theme. I liked the second level particularly, but I found the third level too hard. The strong wind makes the player move way too fast into a difficult series of spikes and platforms. I guess you were aiming for a very difficult platformer like Super Meat Boy?
I liked the ambient sound effects and the animated cloak. It was a nice way of showing the windiness.
Thanks for playing! Indeed, I was trying to get it as hard as possible without being literally unplayable. There were originally meant to be 5 levels, what you played were the equivalents of levels 1, 2, and 5.
Cool idea. I immediately got seasick on the ferry =)
Thanks for playing! Sorry about the ferry, probably should've included a motion sickness warning...
I liked the concept however I felt like the 3rd level was too hard and needed checkpoints, as the wind effect is very hard to control making the movement very hard to get right. (I got stuck on the leap of faith just to die to the spike on the right).
The difficulty is an intentional thing, I designed it to be very difficult since I wanted my main mechanic to be used in interesting ways and because I just like hard games. The leap of faith is a common stuck point, I will admit that's a bit big of a spike. Thanks for playing!
It's funny because I said the same about Storm Bot: the third level (hard mode) is too hard.
Interesting wind mechanic, love the toughness on the lvl 3
Thanks for playing!
Cool, maybe with coyote time, and improve the physics in diagonal will a good idea
Coyote time is something I didn't consider, maybe will consider next time.
Not sure what you mean by "improve the physics in diagonal" - do you mean when you jump left and get shoved to the right? If so that's intentional.
Thanks for playing!
This was really hard, recommend checking out Celeste if you haven't, they also have a wind mechanic which was used really well, could take notes from that game about platformers in general it's one of the best.
but you know what this game is missing? a timer! exploit the time of those speedrunners!
overall good entry
and im not the bot XD
I will probably check out Celeste in the future when I'm more in control of my own life and have less obligations, I've heard it's really good from people who have played it and that it probably exceeds my difficulty by a pretty good amount.
Thanks for playing, not the bot XD! (okay that was a terrible joke)
Just so you know, yes the game is difficult but they don't expect you to be good, the game being difficult is a part of the experience and the story so yeah, whenever you could, consider trying it :)
Very Cool!
Nice job putting this all together. I really liked the boat section; cool that the platforming mechanics work well with the rocking! My one thing is the third level's wind - It seems to be inconsistent. I presume this is intentional, but it should definitely be shown visually. Otherwise, it seems like you just get yeeted into spikes sometimes, haha. Overall, good work ^-^
I would say that the idea is nice, but sometimes it felt the game was glitching when I did jumping in Stage 3 (as if wind speeds were over 9000 m/s), which was corrected by moving a bit in other direction. Definitely a tough game!
Suggestions:
- More polish in general.
Thanks for playing and reviewing! No, the crazy move speed is not a glitch - I wanted to make the wind as powerful as a I could in Stage 3.
The basic concept and different ideas for mechanics and their usage in level design is very good! Couple of suggestions:
1. Have checkpoints, at least right before the hardest parts. It was particularly hard to land on that one block you needed to do a leap of faith from.
2. Make the camera follow the player instead of being stuck on player - this helps with clarity on fast movements.
3. Add more animations and effects on the player character, make us feel the movement, jumps, and the wind.
The checkpoints were considered but not added because I wanted to pump the difficulty through the roof.
I designed it that the camera stays ahead of the player so that they can see where they are going - if it trails behind then most of the screen is showing things you've already passed.
Yeah ran out of time to animate the player.
Thanks for playing and for rating!
Gets pretty fun right away with the ferry, loved the way you incorporated the mechanics. Really fun experience, great job on this game!
Thanks for playing and review!
It's a pretty cool game, but some more JUICE would definitely elevate the experience even more.
Okay if I do post-jam update I'll add an orange in a tree that can be squeezed for JUICE. Thanks for playing!
Yeah, definitely add that, it's gonna be the ultimate selling point of your game.
Cool platformer but there is a lot of stuff to still work on. First, jump inputs get eaten way too often, especially in areas with strong wind where you want to jump as soon as you hit the ground. Adding jump buffer and maybe even coyote time would make the game feel way more consistent and would definitely make the game feel more responsive. Second, the wind is inconsistent at least in the last level I experienced which was the one with spikes and strong wind at the beginning. Wind doesn't have the best reputation of being fun, so you have to make sure it at least feels fair, and I personally think it wasn't. Not moving a constant speed when I hold left and jump just sucks. Third, the movement feels stiff due to there being no concept of acceleration or deceleration. I believe you were trying to replicate Hollow Knight's movement with this. However, it's good to keep in mind what made HK's movement work. The jump's were very floaty and adjustable (depending on how long you held jump) and interacted with stuff like dash, double jump, and pogo. Also, HK's movement was mainly made for combat, not platforming. It's great for that, but I think there's a reason things like path of pain are locked behind what is essentially an easter egg. Lastly, the pixel art did not have consistent pixel sizes, as the player had weirdly stretched pixels while everything else felt fine. In pixel art, consistent pixel sizes are a MUST. Speaking of the player, some sort of run animation would be nice no matter how basic. Just standing and sliding the entire time obviously didn't feel great. The wind also would have been so much nicer if made by a gpu particle. Setting these particles to have a horizontal velocity would make them look much nicer, and you could also easily adjust the gravity for specific emitters to show how strong a wind is (which was also an issue). I talked a bunch of negatives I know, but I really do just want to give good feedback to a fellow platformer dev. Great job at submitting and I hope you make even bigger and better games in the future!
Thanks for all this great feedback and playing! I'll address (by that I mean either concede or cope lol) some points here.
Nice platformer! The wind mechanic is cool, tho some indicator for how hard the wind is blowing would be nice. Adding coyote time to the jumps would be nice, it felt like my input was being eaten sometimes. I don't think using the sfx from Hollow Knight is allowed, I read the link you linked to from team cherry and it only mentions that you're allowed to make videos and streams of the game, not that you can use their sfx in your own games. Keep up the good work!
If the indicator is missing, you're likely on an AMD graphics card, as a previous commenter informed me that the wind particles in the background don't work with AMD due to a bug with Godot. Coyote time is something that was also brought up before - I didn't think about adding it during the game jam because I'm used to not having it and I can't go back and add it until the jam is over.
As for the copyright, I interpreted it that "original media content" (first paragraph of FAQ) includes making videogames - I couldn't find a standardized definition online and the paragraph doesn't include or exclude it so as far as I'm aware I'm fair.
Thanks for playing and review and concern!
Ah gotcha, I'm not a lawyer so I don't really know. But it'd be a really lame reason to get disqualified from a jam for using copyrighted sfx so was just throwing it out there.
Nice and simple platformer, using wind as a force to help and harm the player at the same time is a really interesting mechanic, reminds me of that set of levels in Celeste! The boat rocking was a technically really cool effect, although I wish it were toned down just a bit because it made some of the jumps a little harder. Other than that small complaint I enjoyed this game, nice work!
The boat rocking was made aggressive to make it bit harder and give the level a much more lively feel. One commenter said they got a tad nauseous. Oops...
Thanks for playing!
Good game!! I got to the halfway of level 3... got so close to finishing the leap of faith but couldn't ;(
Would suggest adding some sfx for the movement and maybe making the jump a bit higher. Currently it feels too unsatisfying to jump(strictly my opinion.)
Kudos for making a great game!!
Thanks for playing and feeback! Jump height increase might be better but it might disallow some advanced tactics (for example if you jump repeatedly while moving left during windy parts of second or third level you build a LOT of momentum. Currently you can do this off a single block but more height would destroy that.)
Cute platformer! The difficulty really ramps up after the 2nd level, I could only get so far after the wind picked up. A few pieces of feedback going through my mind:
It would be nice to have some indicator of the wind for the player, to show its direction and strength. This would make the wind jumps less of a guessing game.
Another thing I found myself wanting was for the character to have essentially 2 states of jumping, the first which would feel closer too normal and have more weight and then after double tapping jump having the player open their cloak to catch the wind and glide. Overall good job!
Opening the cloak... I might just do that for a different jam game one day. There actually is an indicator for the wind's direction and strength, the background particles. The strength would be impossible to easily depict since it uses a non-linear function with some heavy accelleration, so I just added more particles for more wind. Thanks for playing! One quick question: did I manage to get you to laugh with the egg puns I left in your own comment section?
lol, yes indeed you did thank you for that feedback it made my day.
About your particles it may be because I am running it in the browser perhaps? I tried running it again to see but even at level 3 I still don't see particles on my end so it's likely a bug
I'm on Linux. perhaps you're on Windows or MacOS or something...? It doesn't make sense because I get the background particles when I play it. They are integral to displaying the wind so sorry about them just not existing on your end.
I am indeed on Windows, and no worries I just wanted to give a fellow dev some accurate feedback to help improve your games
I was curious so I looked it up, and I should let you know this is actually a bug with Godot, apparently there are issues rendering the particles with AMD graphics cards (which I have) so likely this isn't even your issue but something to be aware of. Apparently they have a fix that just isn't pushed to stable.
https://forum.godotengine.org/t/cpuparticles2d-is-not-running-on-html5-builds/78...
I should have used GPUParticles2D instead of CPUParticles2D... well, too late for that now (unless I decide to update this game once the jam is over). For now I'll add a little clause in the game description saying "There is a bug with AMD graphics card users that causes the wind particles to not display. There are wind particles in the background."
Thanks for troubleshooting this for me!
nice platformer, the wind mechanic is very interesting