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A jam submission

Jessi James and the Ninja Complex Game CenterView game page

Jessica found out the game she wants is free, but there's a catch.
Submitted by SilverSterling5 — 1 day, 12 minutes before the deadline
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Jessi James and the Ninja Complex Game Center's itch.io page

Results

CriteriaRankScore*Raw Score
Graphics#353.3133.313
Sound#452.9382.938
Overall#472.8132.813
Fun#592.3752.375
Theme Use#602.6252.625

Ranked from 16 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

What was your favourite part of working on your game during GDM?
Learning all the new things I got from the myriads of tutorials I watched.

What was the hardest part of creating your game?
The hardest part was trying to model and rig an intricate 3D character for the first time ever.

Did you use any pre-existing assets in your submission?
I used some free Unity textures, building/furniture models, and a free ninja model from Mixamo. Other than that and beside the Dynamic Bones script from Unity, it was all me for the visual department. As for the sound department, that was handled by the ever hard workin' daamatsa#5503.

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Comments

Submitted(+1)

I like the aesthetics, as it reminds me of Super Monkey Ball and Kula World. I really enjoyed the music, as it didn't feel too obtrusive and felt appropriate for the setting. The controls felt responsive, and having extra control mid-jump helped prevent overshooting jumps. 

I finished the game after 30+ deaths. A lot of the deaths were due to the camera's positioning making it difficult to determine whether I had cleared the hammer obstacle and managed to stop before the subsequent obstacle, the tolerances for landing the jumps being rather tight, and simply spending time experimenting with the jump distances and obstacle hit boxes. Possible improvements would be to: 

  • have the camera be further from the character to get a better sense of distance
  • add a pattern or marker on the floor surfaces to give the player visual markers to help determine the safe and danger zones of obstacles and to time their jumps
  • improve the margin of error for jumps by increasing player's jumping power or reduce the gap between platforms

Having infinite retries and near instant respawns was a great decision, as it was encouraging me to return back to the course and retry the obstacle that bested me beforehand. However, the positioning of the checkpoints felt oddly out of the way, and having to wait for the moving platforms became tedious and lead to gameplay lulls and impatience. The checkpoints could be closer to the main path of the course, and there should be a few more moving platforms moving along their path so that the time waiting for the next available platform is reduced. 

Overall, I enjoyed the aesthetics and music, and the short downtime between failing and retrying can helped reduce frustration from failure.

A retro-inspired platformer with strict margins of error. 

Developer

Thank you very much for such suggestions. I'll be changin' some stuff around after a bit, but still keepin' it pretty challenging. 

Submitted(+1)

I appreciated the "It is possible!" bit in the menu, because after missing the jump 5 times I checked to see if there was another button to press that I was missing. So assuring me it was just hard was actually a good touch. 

Submitted(+2)

This game was decent. The character was a bit ridiculous, but the idea was good. As others have said it was hard to tell when to jump in order to make it to the next platform. I got to the checkpoint, but it took so long to get back that after a few times of getting hit by a hammer I gave up. Maybe the character is a bit too floaty? Anyway, solid game jam!

Submitted

too much text to read lol, but funnn!!!!!!!

Developer(+1)

There is a skip button for such things in the top right corner.

Submitted

too much text to read lol, but funnn!!!!!!!

Submitted(+1)

I died.

Developer

Seems fairly common recently.

Submitted (2 edits) (+1)

This was alright, however it got kinda irritating at some parts. I am not a fan of pixel perfect jumps in 3D platformers. It can be really hard for some people (especially me) to tell where the platform ends. So, on the first jump, I just have to guess over and over until I get there. My second gripe is the checkpoints. Having to wait for the moving platform to return is also pretty frustrating. I guess it's a penalty, but personally find it more irritating when game make you wait like that. 


However, I love this idea. All you need is a tiny bit of quality of life stuff to aid it. A darker shadow or circle indicator under Jessie would solve the edge of platform problem. Slightly speeding up the moving platform would also help a lot, but if that must be a penalty, then I understand that as a design choice. 

I think you should expand this one. Despite my frustrations, the idea of a world where you can get free stuff for doing obstacle courses is amazing. You could do a lot with it. 

Submitted(+1)

Sorry, but I couldn't really get into this one. Many of the jumps feel too strict, and the moving platforms move way too slow. This makes it tedious to restart from a checkpoint because you have to spend a lot of time waiting for a platform to come around before you can get back to where you died. It seemed like I was supposed to jump from a moving platform to the second checkpoint, but when it came up just short, I gave up. The story setup was amusing and the presentation is overall quite good, but those things couldn't fully make up for the problems I had.

Submitted(+1)

Awesome intro and also nice graphics! Unfortunately I struggle to get past the very first obstacle. Maybe I'm missing something here in terms of controls but I can't really play it.

Developer

I updated some of the control tips and tricks in the pause menu. Maybe there's something in there that'll help.