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A jam submission

Barry Berry BasketView game page

A game made for GamesPlusJames' Game Develop Month where you're a basket and have to deliver berries.
Submitted by Iggyminious (@iggyminious) — 4 hours, 16 minutes before the deadline
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Barry Berry Basket's itch.io page

Results

CriteriaRankScore*Raw Score
Theme Use#34.4094.409
Overall#163.5343.534
Fun#223.3643.364
Sound#293.3183.318
Graphics#493.0453.045

Ranked from 22 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

What was the hardest part of creating your game?
I procrastinated until the last week

Did you use any pre-existing assets in your submission?
Some code based on gamesplusjames' tutorials

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Comments

Submitted(+1)

It's a pretty fun game! I enjoyed the concept and strategy with the collection mechanic. I feel like the controls are a bit strange, with mouselook, while having arrow keys and z. Having it changed to WASD and space would alleviate this issue. I really enjoyed the aspect of delivering individual berries, it really improved the strategy of what to gather first and whether to target the berries or the individual bundles. The game was very short, and I feel like more levels and mechanics would help to make it more interesting. Overall, this was a fun game that involves a great concept!

Developer

Thanks for commenting, I'm glad you enjoyed it!

Submitted(+1)

Cool. Clean gameplay. I will suggest use of wasd instead of arrows it will help more. Like the use of water, less jumpy and slows down the movement. Small fun game. ☺ 

Developer(+1)

Glad you enjoyed it!

Submitted(+1)

I like the simple and straightforward gameplay. I like how gathering more fruit had an effect on the player's jump. This could have forced the player to consider and plan which order to gather the fruits.

However, being able to deliver partial orders reduces the sting of this drawback, as I would gather multiples of the same fruit and do partial deliveries rather than having to gather the correct fruits for a single order. An improvement would be to incentivise delivering a complete order vs. a partial order. For example, a complete order would give greater points than delivering fruits individually (were there a points system). I did like the time being given at the end, as it did encourage me to replay a few times to get a faster time.

The response of the controls felt good, though the button placements is strange. As I am right-handed, the movement keys were next to my mouse. So if I wanted to move, jump and control the camera, I had to decide between alternating my left hand between the arrow keys and ZXC or my right hand alternating between the arrow keys and the mouse. As this was cumbersome and as the platforming was extremely forgiving without the camera, I gave up having control of the camera in favour of being able to move and jump. As there's few keys to use, having a  WASD layout, with Q, E, and Space for actions (or IJKL and U,O, and Space for left-handed players) would free the other hand for camera controls.

I liked how there was a separate zone and theme for each fruit. Were there any further plans for this aspect? For example, themed obstacles for that specific environment.

A simple fruit delivery game that can potentially become more complex.

Developer

This is really helpful feedback, thanks!

Someone earlier suggested that the deliveries for each person should be done more specifically, which I was hesitant about since I thought it might just make things more arbitrarily tedious for the player. However, having a points/combo system actually sounds like a good encouragement to gather more berries at once without it being a necessity. Remapping the controls to WSAD, Q, and E is already on the table by popular demand, although I didn't consider having a left-handed layout on top of that. I was originally going to have some sort of additional gimmick each zone such as flower springs in the pink zone, or rolling snowballs in the snow area, but all that made it into the final game was the water in the beach. I may try adding that stuff in to a later update.

Thanks again for the comment!

Submitted(+1)

Pretty fun with some alright controls. To make it more challenging would have been to complete each of the requests exactly in order of what they requested. Other than that, a pretty fine concept handled interestingly. Good job.

Developer

Thanks for the suggestion!

Submitted(+1)

So yeah WASD would have felt nice.

But I really liked the concept of having to plan out your route because of the lack of jump when full! Also the spikes seemed pretty trivial. Still, very cool!

Developer

I didn't figure out the specifics of the map design until very late in the month, which might be why the spikes feel inconsequential. I'm already working on an update to remap the keyboard/mouse controls, but since I consider it a notable design change, I won't be releasing it until after the voting ends. Still, thanks for commenting!

Submitted(+1)

basically echoing the other comments with the game being built for pad over keyboard with the lack of WASD controls. other than that it was a nice and simple game with a nice clean art style.

Developer

It's nice when all your feedback is on the same page. Thanks for commenting!

Submitted(+1)

Very fun game, I just wish it was longer! I like how some berries require higher jump heights than others, making the player need to prioritize the higher jump ones first; it goes hand in hand with the jump height reduced based on berries carried mechanic. If you build off of this, more levels would be a standard start to that, but I bet you could make a really compelling endless mode out of this game format!

Developer(+1)

Thanks for playing! I was thinking of making it so that some NPCs would enter as the game went on (which could've allowed for an endless mode), but I didn't give myself the time to do it.

Submitted(+1)

I had a lot of fun playing this! I feel like it could be turned into something bigger. Great job!

Developer

Thanks for playing!

Submitted(+1)

Very nice work incorporating the theme into this! Like others have said I'm definitely not a fan of the camera (especially since I had to switch to a controller to make this more playable), but otherwise a fine little game

Developer

Thanks for the comment! I'm definitely going to improve the camera once the game jam's finished.

Submitted(+1)

Good interpretation of the Jam theme! The music and SoundFX fit the mood of the game perfectly.

Developer(+1)

Thanks for playing! I actually composed the music and sounds myself, glad you like them!

Submitted(+1)

Very interesting concept. I enjoyed playing it, however I do believe the camera could be improved and while the graphics aren't bad by any means I feel like the lighting could be a bit better along with the skybox.

Developer(+1)

Thanks for playing! I've got a pretty good sense of what I need to improve on.

Submitted(+1)

The controller was a lot easier to use than the mouse and keyboard. I loved this game and grabbing berries for the villagers. I liked how the ground was color-coordinated with what berry there was. I really loved the box character too. It was a lot of fun!

Developer

Thanks for commenting, glad to hear you enjoyed it!

Submitted(+1)

Ye interesting game. I liked how the the amount of fruit added to your weight and made it hard to jump (noticed when going for the pink). Like another poster stated the mouse and keyboard controls need a bit of work but it was fairly easy to control with an Xbox controller. Nice Job!

Developer

Thanks for the feedback! I appreciate seeing the common trends among these comments.

Submitted(+1)

I liked it. I think it's hard to control the camera and move with the mouse and keyboard. It was easier with a controller. It would be nice to have an option to switch the horizontal camera movement direction. It was moving in the opposite direction than I usually expect it to. It was fun to play. My best time was 7 min 31 seconds.

Developer

Yeah, I've been getting a lot of feedback regarding the camera; hopefully I'll be able to improve it in the future. Thanks for commenting!

Submitted

So is there an ending? I gave everyone what they asked for but there was no indication of what to do after. Regardless it was fun. The camera was a bit wonky, but I like the idea of more items making you jump lower. 

Developer

There's supposed to be a screen that says "Good job!" and your clear time before booting you back to the title screen. There's six people in total - are you sure you got everyone?

Submitted

I'm pretty sure, but perhaps I missed something. I gave them their fruits and there was no indicator that they received them or were done. Maybe I did something wrong.

Developer

Are you sure you actually delivered the items (using X on keyboard or east face button on controller) and didn't just dump them out (using C on keyboard or west face button on controller)?

Submitted(+1)

Controls felt weird on mouse and keyboard since the layout makes it difficult to move the camera with the mouse and control the character with arrows and z / c.   I would recommend changing this to a more traditional WASD / Space to jump / E to unload layout.

Nice work on integrating controller support , which felt more natural.  The camera controls however still felt rather stiff and were inverted (tilting right moved the camera left, and vice versa).

I liked the bright, colorful graphics!  The models and textures really invoked an old N64 style.  I would find a nice cartoony skybox to drop in the game to tie it together a bit more.  I enjoyed the different colored zones for each fruit type.  The map looked nice.

I'm not a huge fan of limiting player mobility in a 3d platformer.  I understand the concept of reducing the ability to jump as you pick up stuff, but I feel that the entire key to a good platformer is the movement, so it should only be restricted if it benefits the gameplay in some way or forces interesting decision making. 

Overall, for only giving yourself a week, this was pretty neat!  You have a solid graphical style going and fixes to the control layout and camera shouldn't require too much effort to polish this up!  Then you can experiment with more level design / gameplay elements.  Good work! :)

Developer

I tried implementing a decision-making mechanic in the form of the spike hazards, which you'd more easily be able to avoid if you could jump high enough, but I think the level is unfortunately designed in a way where you can just ignore them. But thanks for the feedback!