Awesome mechanic!
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Her last penny with jam's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Originality | #751 | 3.677 | 3.677 |
Overall | #1590 | 3.097 | 3.097 |
Presentation | #1601 | 3.226 | 3.226 |
Fun | #2245 | 2.710 | 2.710 |
Ranked from 31 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game fit the theme?
the flying penny is chaotic, and is very hard to control, on top of that you have no control while in the air.
Did your team create the art for this game during the 48 hour time slot?
We used pre-existing art
Did your team create the audio for this game during the 48 hour time slot?
We created all audio during the game jam
Comments
interesting concept, the penny mechanic is great, haven't seen something like this in the jam myself! Very unique take on the theme, I enjoyed messing around with the penny! nice job with the intro tutorial!
Pretty gooood!!! I finish it, I like the bullet design in level, great concept.
And the middle save point is just sweet, great work! I like it!!
So I was a little skeptical at first of this mechanic, but then I got to the level where you need to use the coin to block the bullet and open the doors and i became convinced that it has a lot of serious potential. There are a couple quality of life things I would recommend, like adding a little air control, and making the coin flight path a little more predictable, but this is some really nice work. Well done!
Very fun idea. With some more polishing on the controls it could've been a lot better. The visuals and audio is also nice and accompany the game very well. Good job!
Cool game, just found it really hard to controll the penny. and the player moves so slowly. Still, good game, and a great idea. I like games that have some type of unique mechanic that requires some time to master haha
It takes time to understand all of it but once you do it's pretty cool :D
Gg !
It took me quite a lot of time to understand the mechanic. I didn't understand at first that I can control the penny with the mouse, and that the speed of the mouse movement can fling me more or less far. It's not something intuitive, so it should be explained by the game. (I nearly gave up)
It's still quite hard after understanding, but there are some cool things with the mechanic (killing projectiles and using the penny coming back to quicky propel you to the next challenge for example).
Not sure the jump is very useful, and it's part of what is confusing I think. Perhaps the penny should even be the only control and level design adapted for this ? (it feels a little bit like you don't really assume your design idea).
this is my first jam and i think i definitely overlooked some stuff, i think i might have gotten a bit too excited, i might have assume the people would get the hang of it better
i completely agree that jumping is useless, and maybe A D movement too, but i'm still quite happy i managed to complete the game in that time, it gave my a new prescriptive on my projects
Because of the random nature of the coin, I ended up getting fed up with playing the game pretty quickly. The concept was really good, but there are defenitely improvements to be made in the execution
The movement of the penny, while chaotic, it sometimes worked and sometimes didn't, which made it hard to tell what to change in order to suceed. Sometimes it woult vault me up, sometimes i'd just stay still. I know it's suppoused to be "Out of control", but it just wasn't too much fun... Still a great concept.
Interesting concept! But could have used a bit more work in general, going through the level was frustrating and the coin was really hard to control.
I like the execution on this idea! I think I would agree that the penny fling might feel more satisfying if it was a little more forceful, getting over some of those simple humps early was a little rough. Using a fling-able object as a basis for controls is really neat and I really liked the art, even if it was made earlier than the jam. The particle effects on the coin were also a nice touch!
hey thanks! i know the collisions are pretty bad, this is my first platformed ever so stuff is a bit odd, the art is actually half made before the game, if you look at my project "hooded potatos" you can see everything that was made before, the slabs, longs walls, guns,switches and title screen where all made during the jam. particle effects turn out great, but didn't turn of so you can't go back to the main menu, when you finish the game you might spot the my problem.
So, first thing, I love this concept. Makes sense for the theme, and it's a cool new way to platform! But, sometimes the penny seems to just do its own thing? Like fly around or go in a different direction than thrown. Also, the penny doesn't push the character quite as much as maybe it should, leaving a pretty slow and frustrating control scheme. That said, I really do love the idea, and a few tweaks could really get this game in fighting form.
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