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Spoony Boy's Last Crusade's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Music | #165 | 3.522 | 3.522 |
Aesthetics | #193 | 3.826 | 3.826 |
Fun | #300 | 3.304 | 3.304 |
Overall | #386 | 3.174 | 3.174 |
Story | #454 | 2.348 | 2.348 |
Mechanics | #487 | 2.739 | 2.739 |
Theme | #538 | 2.870 | 2.870 |
Sound | #601 | 2.174 | 2.174 |
Ranked from 23 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 in total?
1
Did you use any existing assets? If so, list them below.
Anismuz's free Itch.io assets
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Comments
Unfortunately I missed the rating period for your game, but I just wanted to say that I really enjoyed it! I really liked how floaty the movement / jumping was and I liked how you could basically freeze in mid air during a jump-- that's not something you see too often. Only things that stuck out to me that could be improved is the dash is a bit too fast / made me feel like I lost control and also it'd be great to see some particle effects or something when you hit an enemy. Other than those small things I had a really great time with your game! Also I really really love the way you did the background layers, it made the game feel very dynamic and alive.
Lovely game! The gameplay and level design are very nice. I only encountered one issue where one of the stars would follow me, but just stayed on me and didn't disappear.
Thank you for your kind words and bugfinding! I will definitely look into that collision issue. Have a good one!
Woohoo!
For a first game jam I think you did a great job, well done!
I can feel the Mega Man X influence with the dash, I haven't played the other two games mentioned to be able to compare this to them.
The ability to hang in midair is very interesting, I used it at one point to hover a bit above the ground and let the enemies charge into my spoon. :) I think it might work better if the order of execution was Jump -> Double Jump -> Air Hang rather than Jump -> Air Hang -> Double Jump because, since it's a more unique mechanic, players will feel like they got 'stuck' when they first encounter it. But there are definitely advantages to doing it your way, it's more maneuverable for instance, so don't put too much stock into what I'm saying. :D
Sound effects for hitting and defeating enemies would be a definite plus, as it is I can almost 'hear' them explode into dust clouds thanks to the animation.
Spoony's sprite is a bit blurry compared to everything else, you might want to check your importing settings. For pixel art you'll generally want to change the Filter Mode to Point (no filter) for a cleaner, sharper look.
I also noticed that, if I'm standing on top of a ladder I'm not able to jump. Spoony will do the animation but won't actually lift off from where he's standing. I've found ladders pretty tricky in Unity so I can't give a concise way to address this issue, just something to bear in mind for the future.
Thank you so much for your kind works and valuable feedback! Love this type of comment. The mechanics are all still definitely a work-in-progress. In a different action platformer build I had it hooked up to a different button the player could press freely which also accelerated the movement speed of pickups towards the player, so I may use that system instead. I like it this way with the Alien Soldier system, (by the way, if you love Treasure games, boss rushes, dashing, and run 'n guns, I highly recommend checking it out! It takes a bit for the controls to click and any weapon slot that's not filled with Flamer or Lancer is a wasted slot so just start by picking two of each, but it's still one of my top 10 games of all time. Very difficult at first, but once it clicks it's one of the best 16-bit gaming experiences you'll ever have), but I'm not married to the jump as it is. The double-jump hang is definitely a viable alternative I'll look into. I think the freeze mechanic will really start to come into its own when I add bullet-shooting enemies. Definitely going to add sound effects, in fact, I've got the new Gamedev.tv sound course lined up as my next tutorial course to study! The ladder bug is definitely at the top of the list, and yeah! Not sure what's up with Spoony's sprite. Thought maybe I was imagining things. Definitely going to look into that. Thank you and cheers! Have a great one!
It looks like a really nice game, but unfortunately I encountered some bugs. Most of the time the chests don't give anything, only a couple of times I got a star. Furthermore, every time I tried I ended up with 7/8 enemies still to be defeated and not being able to do anything anymore (at least I think so, maybe I missed something to do). It could be some incompatibility problem with macosx.
Anyway, for what I played it seemed like a very fun game, well done!
The treasure chests only have a random chest of dropping an item, I was thinking it might be too easy otherwise while creating it. You're right though, it is confusing. I think a better option might be to have them have a chance to drop a very weak powerup or one that is single-use only, because opening an empty treasure chest isn't fun at all! And kind of confusing. Did you drop down to the bottom half of the level? I think that's where the other ones are. Thank you for your kind words and feedback, I really appreciate it! Have a good one!
Great job on this! Once I got used to the gravity and the ability to suspend yourself in the air, I had a ton of fun with it and played all the way through it. Awesome game!
Thank you for your kind words and playing of my silly Spoony game! I'm glad you enjoyed it. I'm hoping to tune it so the controls feel like a dream. Have a good one!
I really like the aesthetics of the game and the unique concept of killing creatures with a giant spoon. However, the controls and gravity were a bit challenging to get used to. Overall, you have a very expandable idea! Good job!
Thank you for the kind words! It's definitely a work in progress but I plan on expanding it into something with well-tuned, responsive gameplay, a dramatic storyline, and a ton of wacky mechanics. Thanks again, and cheers! Have a good one!
This is such a cute and beautiful game!
Thank you for your comments! I really appreciate the sentiment. Looking forward to expanding this into something very compelling, dramatic, fun, and challenging.
Wow I loved this game so much! It felt like I was playing a true hidden gem from like the SNES/Genesis era of gaming and I mean that in the best way possible! The sound, the animations, the controls, everything just made me happy and took me back to that. At the same time the giant spoon and the mechanics revolving around that were something I haven't played before.
Congratulations this was tons of fun!
Thank you so much for your kind comments! I actually have my Genesis out on the couch right now, haha. I love those games! That's some of the highest praise I could receive. I'm really looking forward to adding some crazy mechanics in the full version and seeing where it all goes. Thanks again and have a great one!
I really enjoyed your platformer! I saw in your game page that you spent a lot of time fine tuning the platformer moves like the jump and dash. Those really paid off for me because the controls felt really nice. I just wanted more levels to play but I understand the crunch of the game jam time. Also, something very satisfying about using a giant spoon as the main weapon haha!
Thank you for the kind words! I think the downthrust needs a new hitbox and maybe a little bounce back off a head mechanics or something but overall that's exactly what I was shooting for! I'm definitely going to keep developing this after the jam and add some crazier mechanics. Thanks again!
I'm looking forward to it!
Looks pretty good, but the physics don’t feel very good at all in terms of gravity and stuff being very floaty and almost hard to control because of it. Cute idea though, it’s a really great start :)
Thank you for the kind words and feedback! I wanted the jump to be more controllable so I designed it so you can end it early by releasing the jump early and drop much quicker and I also put in a freeze on the character if you hit jump in the air. Unfortunately, I don't think the controls were conveyed properly and could still use some tuning. I will definitely try to make it more enjoyable in the full game. Thanks for playing!
the control scheme was a bit odd, but you put the asset pack to good use, the level looks good
Thank you for playing and for the kind words! I love Anismuz's work, I plan on using his assets through at least my first two full games, I really enjoy working with them and I don't have a high level of pixel art ability currently. Hope you have a great one!
Fun experience! The controls felt pretty smooth, and the gameplay was pretty engaging. Nice job on the game!
Wow the aesthetics on this is amazing! Nicely stitched together pixel art parallax bg and sprites!
I had fun smacking the few enemies i saw with my frying pan!
The movements were slightly janky, i suspect because of the low gravity. There were also bugs where i got stuck in the air if i tried attacking while jumping. The game would also benefit from having SFX!
Thank you! Yeah, the controls are a little atypical. You freeze in the air if you hit jump while in the air to give a little extra maneuverability but I don't think I properly convey that to the player yet. Have a great one!
A bit difficult game to beat (or I am getting old). Good aesthetics and fun mechanics though!
Thank you for the kind words! I think the controls might also take a little bit of getting used to, the jump is a bit different than most since you freeze in mid-air after a second jump input and it feels a little strange at first. Have a great one!
This was fun! It was a good challenge. There is definitely still room for more polish (the physics and enemy hit boxes were sometimes surprising, and I got hit by a couple of them after I had already defeated them), but it's off to a good start. Thanks for sharing!
Cute action platformer that could do with a little more polish (like sound effects), but it is a promising prototype! Well done!
Thank you so much it means a lot to me to hear this as I continue debugging for the however manyth day in a row! Hope you have a great day!
This is a cool metroidvania style game with very nice graphics and good mechanics. Could benefit from sound effects but overall good job!
Thank you for the kind words! I ran out of time before I could implement sound effects, but if it's not against the gamejam's rules I'll add a few in. Thanks again and hope you have a great one!
Very fun and colourful style to everything. The jumping was a little hard to get used to, but soon I was having a good time smacking them all around. Sadly I couldn't beat it. There were 5 left, but I couldn't find them.
Thanks for the feedback and the compliments! I love working with Anismuz's sprite art, it's some of my favorite being made these days. The jump is heavily inspired by the jumping mechanics in the 16-bit classic Alien Soldier, one of my all-time faves. I think the Star Jump Powerup could probably be more clearly conveyed. Thanks again and have a great day.
I won, woohoo! Was fun. I loved the art style and parallax effect vibe. I encountered a few bugs, but you did a great job :D. The bugs I found: could get stuck mid air (jumping or dashing), and could infinitely use chests. As quirky as those are it was still good fun! :)
Thanks so much for the kind words and super useful feedback, I appreciate it! Was the getting stuck from after pressing jump again while in mid-air? That one's a game mechanic, although I think I need to convey it better visually. And oh man, I knew something was wrong with the chests because sometimes they would spawn multiple items and I wasn't exactly sure what it was! Sometimes you really do need another set of eyes on something, right? Fixed it, so that's one more bug down. Thanks again, and have a great day.
You're welcome, I'm glad I was able to help by giving the feedback! I think it was just randomly, but I will be honest, I didn't pay attention to my button presses. I was trying to jump and just took me off guard when I stopped moving mid air. I can play it again to observe for a bit better feedback with that in mind ^.^ - I do think if it's by design then to tweak it or tell the player so it's clearer. ^.^
Your art looks great but I think both of your builds are busted. Get a Windows build up at least and make sure to tick the "This file can be played in browser" for the Web build. Let us know when its fixed so we can check it out!
Hey, thanks for giving me a heads-up! It should be in a much more (actually) playable state now.
I played it! I beat all the monsters! Great art, that's really cool you got a layered parallax background set up, really sets this project apart. Music is very fitting. Good job getting a robust character controller together with attacking, jumping, dashing, hp, etc. and enemies, it's a lot of work! I think it would have been better to allocate some time for more polish, even if that meant cutting a little on the player controller tuning and features. I like the size of this guy's spoon! Thanks for fixing the build, glad I got to check it out. It was fun.
Gratz and a big woohoo to you! Thanks for your kind words, it really means a lot to me to hear this kind of feedback. I'm still relatively new to gamedev and studying and working and growing my tools and skills every day. I think I got a little obsessive with the character controller and it really did detract from my ability to fully implement the originally much more complex and polished vision I had for this game. I may change his spoon to a lute in the full version I'm working on using this as a prototype, I am not sure why I went with an oversized spoon that looks like the twisted offspring of a frying pan and one of those big old pizza paddles, probably because I thought I could make one fairly simply in Aseprite. But my skills are nowhere near on par with Anismuz's, the creator of the other sprite assets I used. Thanks again for taking the time to reach out, and have a great one!