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No Leg Lenny's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Theme | #4 | 4.371 | 4.371 |
Overall | #6 | 4.329 | 4.329 |
Fun | #10 | 4.186 | 4.186 |
Visuals | #10 | 4.429 | 4.429 |
Juice | #14 | 4.157 | 4.157 |
Audio | #21 | 3.857 | 3.857 |
Ranked from 70 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
I love that it's kind of challenging right off the bat but becomes more fun as you get used to the mechanic.
Great game, somewhat similar idea to mine, but without proc gen (but nice level design). Juicy. I think the sound is a bit too retro for me.
Really well done -the art and animations are excellent!! Very challenging and fun -amazing work! :D
Really fun game! Simple but incredibly polished, love it. Feels incredibly similiar to a Vlambeer game, the only feedback I have towards Juiceness is to implement some sort of pitch variation to the gun sounds as they can get very repetitive with time.
Now, seeing that this game really has potential beyond the jam, I'll be noting some game design feedback that you shouldn't consider for the jam version, but maybe for a future update or some spin-off game:
For design choices, I think that continously clicking the mouse button to shoot can be annoying with time, especially as there is no reason to not implement auto-fire in this case.
Also, it would be interesting to see some sort of reload and perhaps another way to get around the level and breaking boxes other than shooting (maybe headbutting?), it gives this feeling of tension and strategies have to be more strategical rather than just shooting everything recklessly.
And what about other weapons? Automatic, semi-automatic, or damn, even grappling hooks? There are hundreds of possibilities, really!
And finally, this type of game fits perfectly with a procedural level generation. Having every run to actually be different makes the player feel a different experience everytime, I can see it applied to this game.
Wonderful job, I suggest you think about this jam game and perhaps make it into a real commercial game! GL!
Hi :) thanks for the feedback and the nice comment overall!
About some of your suggestions:
"continously clicking the mouse button to shoot can be annoying" -> true, however I do not believe that auto fire would be the best solution. The game has only two inputs, aiming and shooting, so if auto fire is implemented, there will only be one input left, aiming, which could make the game a bit boring to play. So what I could do is implement different weapons, as you also suggested, which would make the game less boring and the shooting pace less repetitive, with possibly lasers that do not require any input, or semi automatic that have some auto fire, maybe.
"perhaps another way to get around the level and breaking boxes other than shooting (maybe headbutting?)" -> this one was suggested by one of my colleagues who tested the game before the jam deadline. I didn't do it for the jam because I wanted the crates to be an obstacle challenging the player shooting direction, since he has to face the crates to shoot them, pushing him the other way where he does not want to go, so he would need to stuck himself in some corner or something, while adding the ability of destroying crates would have make it easier in my opinion. This is still a great idea, especially for an infinite mode, else as a powerup, or just for juiciness purpose and speedrunning :)
"this type of game fits perfectly with a procedural level generation" -> could work, but it definitely depends on many other design choices (typically, different weapons, breaking the crates by colliding, etc.). I thought of implementing random generation for the jam and make it an infinite runner, but I prefered creating a rather small adventure the player could play in a few minutes, which I felt more confident with. That's also why I added coins to collect, to add some replay values in case some people would like the game enough to want to replay it, though it is not procedurally generated! Also added the timer display for an upcoming version of the game with some improvements and bug fixing, which could also give another reason the play again (timer was already displayed at the end, but seeing it during a run adds something I believe)
Otherwise, thanks a lot for taking the time to give your feedback ! I don't think I'll work on a game after posting a slightly improved version, to be honest I'm proud of the game as a jam entry, but I don't feel like taking it further. But if I do, I'll make sure to consider your suggestions !
I loved this game and I'm gonna use it as an example for my next jams! One simple idea that was so polished, you could not give it a bad rating... Very very good job.
Loads of fun, uses the theme really well. My only complaint is that I feel the bullet obstacles don't really have a place in the game, since Lenny himself is already difficult to control.
Keep up the good work!
Thank you :)
I get your point, maybe I could replace them with some physic objects just to push a little bit the player but not damage him for it to be less punishing ? Not sure it would help since your complaint is about the hardness of controlling Lenny, but there may be something to do !
Very simple game, yet so fun and very polished. There is something addicting about it. It is sooo good.
This is the definition of a good core mechanic polished to hell and back. Really wonderful job, I think this might be the contender for the jam winner! Only thing I noticed is that the coin sounds were a bit annoying, but other than that, terrific job!
Thank you very much, that's a nice comment :) And well, I hope it will be the jam winner ! :D
You're right about the sound design, which I'm really not proud of. Repetitive sounds like shoot and coins might quickly be annoying and I think both were poorly made, so I'll change them!
The game looks fantastic. The levels are very well designed and the juice is on point, feels very good to play around with. The music fits very nicely into the whole game but I feel like the shooting sound gets pretty repetitive after a while, maybe randomizing its pitch after each shot would help a lot because this is pretty much what you hear the whole game. Other than that, amazing entry!
Thank you :) the bullets pitch is already randomized a little bit, but probably not enough :D
I'm not proud of the sound design of the game, I'll work on that a little bit more !
I thought this game was incredibly polished for the jam, great job!
The fact that a small little game that was made in 8 days is now the top featured game on all of itch right now is insane
Oh man, didn't see it! Thanks for pointing it out to me :D
Really really fun game! Charming, simple, filled with juice: everything I love about a game jam submission.
You did amazing, GG!
I grew a bit tired of clicking at some point, might be my only feedback. If there would be a way to hold a button to fast-fire ? Otherwise, this is one of my favorite game so far in this jam.
Thank you very much :)
Not sure about the auto fire since my game already has very few inputs so it might get a bit boring. However you're totally right about it being tiring, so there are definitely things I could have done about it ! Like adding lasers or stopping the lava while on checkpoints, already done this one for a small patch even though it's not the biggest improvement about the issue :p
I love your game so much! Ez Overall 5/5! Finished it on gamepad. It's challenging and enjoyable. Great work, Man!
Thanks a lot :D I appreciate !
Poor Lenny. It died so many times... Gj for the game ^^
Thank you :)
This game was really cool! I really enjoyed the artwork and the gameplay, most of the levels were well designed, but I found the maze section in the cloud to be annoying due to how much I had to spam fire and hear the same sound effect. Other than that it felt super juicy and it was really fun to play and the artwork was really cool!
Thank you :)
The cloud maze may indeed be a bit too hard, I wanted it to be a nice challenge before reaching final area, but I guess there are 2 or 3 corners I can carve a little bit more to help navigation.
I really really liked this! It's such a simple premise that works super well. Looks great and sounds good too. My only feedback would be to maybe have a bigger range of sound effects on the gun shot, simply cuz you hear it a lot, and that maybe having half of the moon at the top of the screen looks a little bit odd at first
Great stuff!
I really really liked this! It's such a simple premise that works super well. Looks great and sounds good too. My only feedback would be to maybe have a bigger range of sound effects on the gun shot, simply cuz you hear it a lot, and that maybe having half of the moon at the top of the screen looks a little bit odd at first
Great stuff!
Thank you :) I agree about the audio, I'm not really proud of it overall. And about the moon... well that's a visual issue that's really frustrating and will be fixed soon, but that's okay :p Thanks for reporting it!
I really enjoyed the game. and the game overall feels really polished, great job! Only after a while my finger got tired and I couldn't keep playing at the required pace.
shooting to move is a great idea.
After seeing how over people were for this I thought I'd give it a shot. I thought maybe they had no leg to stand on, but the consensus is right: this is pretty great! I think having to manually spam the fire button was really unpleasant. I did really appreciate seeing an option like disabling the lava - some of those difficulty/accessibility features can be quick to implement and make a huge difference for people. Great job with this :)
Thanks a lot !
Spamming the same key is indeed boring and there are things I could have done for that. Many people already mentioned it so I should try to do something if I'm working a bit more on the game, like more just than debugging it.
Glad you like the little accessibility option ! For some reason this one was not this quick to implement (mostly because the code was not initialy planned for the player to go down, so at some point you could just disable the lava, go down, reenable it, and you were below the lava without dying haha), but I deeply believe it was worth it :)
At least for me, as someone with messed up joints, it's less that it's boring, but more an accessibility/physical discomfort thing personally. It also is another not terribly costly thing to implement as an option. If for whatever reason it did feel core/important to have the player get that clear feedback of pushing a button and seeing gun go boom, that hold to fire might somehow feel inadequate, then I think to support that the right design path would probably not be a rapid-fire machine gun you need to shoot a bunch vs something you do slightly less often and is a little bit more impactful. Just some food for thought :)