Play game
Deathle Jumper's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Sound | #27 | 3.889 | 3.889 |
Mechanics | #113 | 3.667 | 3.667 |
Fun | #194 | 3.444 | 3.444 |
Aesthetics | #479 | 2.889 | 2.889 |
Story | #492 | 2.000 | 2.000 |
Theme | #519 | 2.444 | 2.444 |
Music | #566 | 1.667 | 1.667 |
Ranked from 9 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How many people worked on this game total?
2
Link to your source?
https://www.dropbox.com/s/xciios41gcoul4j/DEATH.7z?dl=0
Leave a comment
Log in with itch.io to leave a comment.
Comments
Okay this was fun :D Sound effect and banana thrower got me off guard :D Nice job ;-)
lol like everyone else here said, the sound effect is awesome.
i like how you start to spin when you get hit by the bananas.
For feedback purpose, with the camera also shaking with the spinning player object, it can get a bit nauseous.
great job!
Thanks.
The camera is a simple follow camera, but I agree that when the rotation is high that the camera can get very disorienting. I bet there are some ways to improve that by making it follow the object a bit less firm. Noted for the next jam I guess :p
Love the "Boing' sound. Is there a way to recover after hitting an obstacle? Good job on this!
No way to recover right now, unless you would try to reduce the spinning by colliding with bananas some more.
I did have an idea for an item pickup that would rotate you back to straight again but as with many ideas, it never got implemented.
As goes the game jam, I've learned lol! Great job nonetheless.
Great jumping sound. Can play for hours.
Congrats
It's amazing already that you don't get tired of me saying Boing hehe.
Thanks !
just wft xD amazing sound effects xD
hehe, thanks man. I recorded the Boing sound in 1 take. Came out even better than I expected :p
I really the banana man and jumping mechanics. The only con would be a slow movement, if it was a tad faster the player would have more control. Overall, I enjoyed the concept!
Thanks for the comment!
Originally the movement was faster but when I export to WebGL the movement was toned down a lot. I even upped the movement speed by 3 times for the WebGL build and it still is a bit slower than in the editor. If you have any idea why this is or how to prevent/fix this I would love to hear it.
Sorry for the late reply! Here is my suggestion taking from the Gamedev.tv 2D Unity Course.
For my game I used a Velocity of the Rigidbody and multiplied it with the input of the keyboard. Afterward used a Math.f Method to make sure that the Velocity will always round out to a Whole Number. Here is the example code.
Vector2 moveInput;
Rigidbody2D myRigidBody;
[SerializeField] float runSpeed = 10f;
Vector2 playerVelocity = new Vector2 (moveInput.x * runSpeed, myRigidBody.velocity.y);
myRigidBody.velocity = playerVelocity;
bool playerHasHorizontalSpeed = Mathf.Abs(myRigidBody.velocity.x) > Mathf.Epsilon;
Hope that helps a little. :)
Thanks for the reply anyway. I am not certain it is in the movement speed. It might have to do with a way lower framerate on WebGL and not taking the Time.DeltaTime into account? If that's the case then your reply has helped me to think deeper on it anyway so help is always appreciated!
A fun doodle jump like game. I loved banana man and how the banana's made you spin all over the place, it was nice chaotic element. Great job!
Thanks!
Banana man is actually a photo of a friend of mine so now he has a new nickname!
That's great :D You'll have to get him a banana costume on top of that!