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Super Jacked Up Tomato Face Johnson's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Game Design | #2 | 4.000 | 4.000 |
Overall | #3 | 3.657 | 3.657 |
Graphics | #4 | 4.000 | 4.000 |
Gameplay / Fun | #5 | 3.848 | 3.848 |
Sound / Music | #7 | 3.636 | 3.636 |
Theme | #19 | 3.364 | 3.364 |
Innovation / Originality | #27 | 3.091 | 3.091 |
Ranked from 33 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?
It's a timed platformer with a strong emphasis on speedrunning.
Did you use any assets?
No. All assets and Music were made specifically for this jam.
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Comments
Congratulations, you made it to the third place!
I'll contact you via discord to send you the third prize! :)
This game really impressed me, i love the art style its cute and detailted and the gameplay is fun. The game also looks so professional it could be a old gbc game! I really enjoyed this one !
Thank you! Glad you enjoyed.
Nice job! A lot of polish for 7 days! I really like the spikes changing with jumps! That was a fun touch that reminds me of the red and blue platforms that change in a lot of Mario games. My only constructive criticism would be that I think just an ounce of story as motivation would’ve been really excellent, even if it was just one or two sentences! Maybe Tomato Face Johnson is participating in an over the top game show where your literal life is at stake or maybe a rival athlete Eggplant Foot Tyler stole your piggie bank and scattered your savings throughout the land and now you have to collect your coins back so you can buy more muscle milk! But regardless we only had 7 days and all had to make sacrifices on our games in different areas along the way and I think despite that you did an excellent job on your game! Thanks for sharing it with us all!
Thanks for playing! I would have liked to do a cutscene but they take me a week to make on their own with all the detail usually. So wasn't going to worry about it during the jam since we arent graded on story. But I'm still developing the game. My story at the moment is Tomato Face is collecting cash to buy a brand new protein powder that was on sale for a limited time - so gotta go fast! Consider this the story you would read in the instruction manual for now. In a future update I will work that in. But for now, I'm focusing on getting the most out of the game play. For the jam, I wanted to focus on game play above all else.
Cheers! Yeah, now that its post jam I can redesign the game so that time is not so important. Basically the timer will count up and there will be no fail state in the post jam version so the more casual players wont get as frustrated. But for those that do want the pressure of time, there is still the stars to collect so it will cater to all sorts of player styles. I wanted a high time pressure to be a more central mechanic in the jam version (even though some may feel its too hard at times... sorry!) only because time was the theme, so I wanted to lean into that time pressure harder than I normally would when designing a game.
My player characters hitbox is 8x8 pixels, the animation of the player character varies between 8 and 10 pixels high frame to frame. I chose to make the player character that small because it means the player takes up minimal screen size and therefore, the player can see what is coming easier in the sidescroller levels, but can also get more level geography out of a single screen. The low res of the GB screen makes platformers very cramped if the player character is too big. Wario Land is is a good example of a large player sprite that works but that is slow paced (both warios speed and the various enemies) so it the low resolution isnt a problem so much.
I have actually changed the parameters of the platformer engine post jam to make the game more responsive (just the acceleration and deceleration and also how the movement in the air handles with some changes to the platformer.c file) but I can still share the parameters I have with you if you want.
Here are the settings I used for the jam version.
You can change hitbox size in GBS 3. Small characters are more suited to the low resolution screen to me. Makes for a better experience imo. Changing the engine code can easily break the game sure, but I just asked some questions on the discord. I have tried this on real hardware, yes.
You can always ask a question.
Just excellent. Addictive, beautiful, funky. Excellent graphics, sweet squash-n-stretch animations, wild music. This feels studio quality and I'm flabbergasted that you knocked it out in a week.
I encountered a bug around worlds 2-3 where I couldn't get the star for a level unless it was several seconds lower than posted on the map screen. (I'm so sorry, I wasn't taking notes at the time and I don't remember which levels.) But, I was able to finish in the end!
P.S. However were you able to get the jump sfx to be such a smooth portamento slide??
There is a plugin for 3.0 called MaxSFX. It really blows the lid off what can be achieved with sound in GBS. I used that to design my own sound effects. I highly recommend it. Head to gbscentral and you can find a link to a list of the plugins in the resources section.
Awesome, thanks!!
Thank you! Thanks for the bug report. It was such an ambitious game to put together in 7 days that im not surprised there are a few bugs hanging around. I have been going through it all and will be fixing it up for an update once the voting ends (also a bunch more changes to polish and even some more content!!)
Whoua very beautiful. One of my favorites
Thanks!!
I love this game! The art is beautiful and awesome, the color palette is perfect!
I'm not the best with 2D platformers, but I really enjoyed playing this and finished all levels. Figuring out when to jump in each level and being timed was a fun challenge!
The music is charming and fits the game well.
Thank you so much! Glad you had a great time. :) I'm looking forward to playing your game this week once I have some time to myself.
Great game! Loved playing it. I got a little stuck in the stages where you can bounce extra high - but I will try again later. Based on the 10+ levels that I have played so far I must say: good level design. Also: sweet that you've been able to make that many within a week! The graphics are amazing. And I loved the music, really good. The possibility to collect stars when speedrunning is a nice find - makes you want to go the distance. And fits the theme. All in all, an inspiring entry.
Thank you so much! my aim was to do 18 levels and I fell just shy of that. But I will likely finish it off and release a big update when the voting ends. Bug fixes, make it a little easier, tighten the design and even make a final level like I planned!
Dude, I saw your progress on Twitter and I liked it.
But I didn't expect it was gonna be that cool!!
I like the Mechanics, the Level Design, the Music and a lot more.
Keep going!
Thanks so much! I have been continuing to polish it post jam. Dealing with bugs and tightening the level design and progression elements etc. Should have a decent update ready by the time the jam voting ends.
Amazing work for a one week jam!
I'm a big fan of the simplicity. It's easy to pick up and understand yet you managed to fit some clever designs of the mechanics as well. Fantastic job as always!
By the way, I did get the gold star on every level from 1-17, but my star inventory says 16 still? I'm not sure which level didn't trigger an increase in my count since each one on the overworld has the start icon filled in.
Thank you! Ill look into this bug. Can you unlock the 17 star lock at the end even though it says you have 16? Or is the game not letting you unlock it? I've had others complete the game without this bug but I'll do my best to figure out what happened in your instance. Definetly dont want this to happen when you spent all that time on it. It's not easy to 100% it! Sorry that happened to you, what a bummer.
EDIT: I have a suspicion that the last coin you collected on one of the levels is missing an increment +1 event. it would have set whatever level it was to star achieved but not incremented the number. That would explain the map icon showing you got all the stars but still showing 16 over all. Plus would explain why others have got 17. The last coin they collected on whatever level it is would have had the increment event in it. I'll see if I can locate it and let you know what level it's in.
Found the problem (potentially). The two coins on the right side of level 1-5 have the wrong variables attached to them.
If you get the one on the left last it should fix it. Let me know if that solves the problem. Thanks for sharing the bug!
Thanks for checking in on it! Unfortunately, my star count is still stuck at 16 (and to answer your previous question, I can't unlock the "17"). I believe I got the one on the left last during my first run through as well, but I tried again just in case.
Dang, thought I had it there. Okay, thanks for checking. Could be more of the same bug in other levels perhaps. I'll have to go snooping amongst the code some more. Thanks for the help!
Awesome game!
Thanks so much :)
Yo! My brain melted a bit after the first 5 levels! It's really good though!
Ha yeah, its a bit hairy at times. If I had another day, I would have been able to polish the difficulty and progression but I just plain ran out of time there. Spent the last day trying to fix bugs rather than deal with player feedback. Didnt even have enough time to send a build of the game to a playtester. Such is a jam. But I'll release a v1.1 that finishes it off with all the polish it needs (and maybe a few extras ;) )
5/5
Thank you!! Glad you like it so much =D
Wow! Very impressive game! I love the art and character design. The super detailed character on the title screen and the low detail player character are hilarious. Nice job.
Thanks! Yes, I couldnt resist drawing a detailed picture of whatever that 8x8 pixel player character was.
Awesome! Well done. Nice art. Easy to understand.
Perfect for speedrunners !
The game is very well polished, music, effects and especially level design.
Great job!
Thank you! Yeah, I speedrun games myself so definetly had that kind of player in mind here.