Play adventure
Super Note Adventure's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Visuals | #1 | 4.923 | 4.923 |
Audio | #1 | 4.385 | 4.385 |
Fun | #2 | 4.000 | 4.000 |
Originality | #5 | 4.231 | 4.231 |
Theme | #17 | 2.308 | 2.308 |
Ranked from 13 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Fediverse Post
https://mastodon.gamedev.place/@cagibidev/113160114553733636
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Comments
Oh, this feels really good! I only have a bit of time right now, but I am definitely going to come back to this one!
I love this, I was following it on mastodon and was really excited to play it and honestly, really enjoyed what I've played so far. It reminds me a lot of plok!, which I adored. Great work, thanks for sharing
Came back to the game 4th time and now I got to the end.
Very lovely visuals, good music, very cool animations and controls. I had no problems with jumps (though I guess it could be explained somehow that there is no double jump but you just add a momentum to your jumps firing down at the right timing, I got it right from the beginning, but just because I noticed how shooting push you back a bit)
Overall it feels insanely good, if not considering that it's too short.
The only problem I had, and why I finished only on my forth time - sometimes when you enter the doors, you get spawned under the map, or something like that. I mean, every door entering there are chances of you end up dying and loosing all the money. I think I died once after getting out of the trash container too. I was also able to get to places I was not supposed too and died by falling off the screen, but it's okay considering the time restrictions of the jam.
And yeah again, I really liked controls and that jumping system. Loved the elevator too, tho it seems it's not possible to bring it back down if you fell from it while on top.
Played in the browser, so maybe this is where all the bugs come from
I'm aware of the "on death's door" bug, but I only reproduced it when I spammed the controls and got out of a bush, staying in the same room. You might be right, if the web export has greater input lag, I guess the bug can be more frequent.
I didn't think about losing the elevator. Looks like I have to add some stairs, like a real architect!
I personally expected the elevator to go back down on itself when you are standing under it, but stairs would work too.
Really fun game.
Personally I struggled with the double jam (so I haven’t made it back to the tavern). It would have helped me if the notes I pile up would allow me to stand upon them as an alternative means to reach higher ground.
I really like how you lend a hand through the various levels.
Very pretty game, been following this one on Mastodon as it came together. 🙂 I had no problems with the control scheme, although the physics were a little finicky at times. I got up here after I properly got the hang of the jump and died when I tried to walk off to the left.
The atmosphere here is lovely and the dialogue is funny. I guess you'll keep expanding it? I'll keep an eye out.
Thanks! Looks like I didn't seal all the room boundaries :p It's definitely a project I'll expand in some form or another.
In this case it was that one floating platform that enabled the jump. My first instinct was to double jump at the apex of my jump arc, but I noticed that you get the most height if you boost right after leaving the ground. All the other stuff I was able to reach seemed intended though.
Haha, I basically had same thought process and result
Love the idea, the visuals, the sound design… Just the jump is very hard to master, and for a platformer that’s a bit sad. I got stuck at a ledge that I couldn’t jump over no matter how hard I tried, combined with the shot 😅
And mixing control schemes (keyboard and mouse) in a platformer is a tad non-intuitive… I’d check how Contra and Metal Slug solved the shooting, maybe that would help here.
Definitely a lot of potential here though!
Thanks for playing! I wanted the shot's kickback to be multi-use (as a high jump, double-jump, speedrunning tactic, etc) and predictable (so in terms of physics it's just a dumb omnidirectional velocity add). In short, playful, kind of? I guess that was at the cost of harder jump-shoot coordination.
Some high walls at room borders are just there to prevent being out of bounds (I know, I should make them unambiguously very high, but in daytime the sun would just be blocked across 80% of the rooms with the current directional light system)
I added keyboard-only shooting, though it was a bit of a last-minute addition.
Thanks again. I'll play your game later in the day!