After playing through all the games again to do a proper voting, I realized some tiny flaws in your game.
When running on a classic Game Boy (DMG) you will have some minor slowdown issues while shooting, if there is also an enemy on screen.
The other thing is that momentum is kept after dying. I also had this issue in my last game, it kept momentum after teleporting.
I sadly can't really remember how I solved this. :D
*Btw, after giving this a few playthroughs, I don't think this game is hard anymore. :)
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Postie's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Gameplay / Fun | #7 | 3.708 | 3.708 |
Game Design | #11 | 3.417 | 3.417 |
Sound / Music | #14 | 3.208 | 3.208 |
Overall | #19 | 3.229 | 3.229 |
Theme | #24 | 3.083 | 3.083 |
Graphics | #25 | 3.208 | 3.208 |
Innovation / Originality | #37 | 2.750 | 2.750 |
Ranked from 24 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 game is a time trial race with the passed times displayed at the beginning of every screen
Did you use any assets?
Only a font for the Logo and a remix of my original song (both mentioned under Credits on the itch page)
Comments
Super enjoyable, left me with a smile on my face! The presentation is simple but "it's super effective!" and feels very intentional and polished. The graphics and animation are really well implemented. Tronimal made a banger of a music remix. I'll be looking for that "restart" option once you update! Some information showing previous high scores (even just for the current play session) would add to the restart/replay thrill.
I love your game, minimalist but effective! Everything is good, until the final screen that summarizes the score, some small bugs of collisions but nothing bad, but I would have liked a button to start again at the end :D . We agree that this is not an adaptation of "postman" with Kevin Costner? :D . Congratulations again :) .
There's not much to say that others haven't already - the controls are super responsive and the level designs are good!
My record for % right now is 1:30, though it'd be tough to get below that.
The only thing that I would suggest is what others have mentioned: a retry button would be really nice in encouraging another run! To that point, being able to restart mid run could be nice too.
Nice work!
I love the cute little postie! The lil character has got so much energy! I would of liked to borrow some of that energy for the game jam 🤠 nice job! Finally my time playing super Metroid has paid off in helping me know how to wall jump in this game 🎉
I enjoyed everything except the wall jumping. But that is me in most games
With wall jumps I feel it's either you love or hate them^^ But there are some really difficult ones in my game. I'm going to do a little update once the voting is finished to improve the balancing on some screens.
My initial idea was to let the player grad onto the wall so he doesn't fall down immediately, but I couldn't figure out how to do this quickly so I did dismiss this idea for the jam. Maybe I will have another look into it now without the pressure of the deadline.
Great stuff! I have been playing this over and over, trying to get an any% run under 60 seconds. My best time atm is 1:08.
Controls are responsive and mechanics are engaging without over staying their welcome. Music and SFX are top notch and I appreciate the small character sprite for a fast paced platformer such as this. Level design is pretty tight. You have done well to ramp up the difficulty and allow the player a relaxed screen to learn a new mechanic when each one is introduced which is great - although there are a couple of jumps (and wall jumps) that are more or less frame perfect that can lead to frustration (Don't worry, mine has some hairy jumps too which I will fix after the voting period - polish is often the last thing to take care of in a jam and we run out of time, of course). The player character was sometimes continuing his movement after I took a death and spawned back in, and I would just collide with spikes on spawn? Not sure what was happening there.
I would love to see the ability to retry at the end, and really to retry any time because trying to go super fast for a low time is the game at its best. It would be better to not have to reset the Game Boy to retry. Finally, I think, if you have a free actor, it would be cool to see a little dust mote or something kick off the wall when you do a wall jump. It would just make that wall jump feel extra nice to me.
All in all. this is a solid entry and I hope you keep working on it a bit more. Its kind of the perfect length for a quick arcade style speedrun but if you come up with more ideas, maybe there is another mail route or something the player can unlock for more content? Great job! Keep it up!
Wow that's a really impressive time. I haven't been able to get under two minutes so far.
Thanks for the detailed feedback. I'm planning to do a little update after the voting has ended which will address some of the points you mentioned. I want to make a few (wall) jumps a bit easier and being able to restart the game (from the finish screen) is a good idea to keep up the flow.
I don't know whats up with the player character after respawning. The spikes and holes are triggers most of the time. On enterI set the position of the player to the start position. GBStudio seems to keep the momentum of the player anyway. At the moment I have no idea how to fix this. Maybe I will have to modify the engine.
Initially I did not plan to continue to work on this after the jam but designing these small one screen levels was really fun. So maybe I will add an extra level. I still have some ideas for new game mechanics, like moving or disappearing platforms but am not quite sure if I will be able to realise them in GBStudio.
Id love a full game on this in the future, maybe with lore and more levels, although its a speedrun game ala celeste, it did hook me up with how fluid the movements are [aside for the slide and momentum saved when dying] its a pretty neat game, great job on the wall jump!
Thank you for feedback. Initially it wasn't my plan to continue to work on this after the jam. But as I had fun designing these one screen levels I will maybe change my mind.
The momentum after death thingy is really annoying. I have died just because auf that quite a few times on my testing sessions. At the moment I don't really have an idea how to fix it.
Very pleasant music !
The attention to details are nice, in the animation of death, sound effects, game feel, effective colors.
I did not know that we could have such a precision in the movements on Game boy, very impressive.
The difficulty is well adjusted and we feel that the level design has been thought out, I noticed in particular a level with an "alternative" path that allows to enter the level easier.
Congratulations, this is a game I would have liked to have as a child on my game boy :)
It would be nice to have your opinion on our first GB game :
https://itch.io/jam/game-boy-showdown/rate/1550843
Cheers !
I'm happy to hear that you enjoyed playing my game.
I've loaded all the entries onto my FlashCard and am planning to play and rate them in the coming days. So I will make sure to drop you a comment on your submission page.
Credits for the music go to Tronimal, who made an awesome remix of my very basic song.
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