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JumBean's Great Escape's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Fun | #947 | 3.269 | 3.269 |
Overall | #1117 | 3.288 | 3.288 |
Presentation | #1514 | 3.269 | 3.269 |
Originality | #1986 | 3.115 | 3.115 |
Ranked from 52 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?
Difficult Movement
Did your team create the art for this game during the 48 hour time slot?
Yes
We created all art during the game jam
Did your team create the audio for this game during the 48 hour time slot?
Yes
We created all audio during the game jam
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Comments
This game is fun. Kinda reminded me of "Getting over it", especially when I reached so high and with one mistake fell all the way to the ground. The aesthetic is so unique and awesome!
Hey sybaryt, thank you for the feedback, we really appreciate it <3
This is a fun, frustrating game. It's pretty hard to get up a block when right next to it, I'd make it so that these kinds of jumps are a little more powerful to keep people from giving up on the small obstacles so that they can reach the part where you can fall between the two dip covered chips lol. I spent a lot of time playing it but kept falling, good job on this game!
Hey Justin! We definitely noticed a problem with getting on top of platforms when we were designing the level but couldn't find a way to remedy the problem before we ran out of time. Thank you for your feedback, we really appreciate it :D
Oh the rage...
Love this game, great work guys!
Hey Sam, we're glad you like our silly little rage game. Your Stick With It game was our inspiration for the controls and Getting Over It was our big influence for the level design. Thanks for checking out our game and we appreciate your feedback :)
I had a lot of fun playing this! It started to give getting over it vibes whenever I fell off something and had to redo a chunk of the level. I also loved the bean and nacho theme of the game, it was super fun.
Great submission!
Hey Pixelulsar! The bean and nacho theme of the art was SMBL (the artist)'s idea. We thought it gave the game a more goofy, light-hearted tone and we thought it was really fun. We're glad you liked our game, thank you for the feedback :)
Goood!! I think this is the perfect level of frustration for an out of control game, nicely done!
Thanks Tibo, we're glad you liked it :D
Nice game, it gave me strong getting over it vibes. A good use of the out of control mechanic while still giving the player enough control to get through the level. I think after this jam you could have a look at squash and stretch which would make your bean a bit more alive during the jumps.
Hey n00begon! Thanks for the link to the animation video, we'll check it out when we get the chance. It had been awhile since I (the programmer) had worked with animation in Unity so we opted to focus on other elements this year instead. But I definitely want to reteach myself how to do it to make the games feel more alive. Thanks for your feedback ^-^
dang that is hard to beat! I loved the graphics and the game play is very creative!
Thanks for the feedback, Vortex Bro's., we're glad you liked it :)
Very frustrating when you fall off the edge of a nachos :O
Just loved it :D
Hey Gredu, glad you had fun. Thank you for the feedback!
I like the one button style gameplay -- we definitely went for similar ideas.
I think that the Getting Over It style gameplay doesn't fit well for this sort of control scheme. If you compare it to something like Getting Over It, the speed at which you can actually return to where you were before falling is much slower. In Getting Over It, there's a certain amount of momentum which lets experienced players return to their furthest point much quicker. In this game due to the stop-and-go nature of the controls it takes much longer, and there's not a lot of optimization you can do to speed things up.
Not really sure what you could do to make the return time faster in this case. There's always a certain amount of time that you have to take between jumps to aim it. It may be a better solution to just add checkpoints of some kind.
Hey, Thoof! We hadn't considered the optimization and speeding things up along the way after falling. It makes sense and was definitely something I felt when playtesting the game, but wasn't sure how to fix / articulate it. But now it makes a lot more sense. I'll definitely keep that knowledge in the back of my mind when creating movement mechanics and level design in the future. Thanks a lot for your feedback, we really appreciate it :)
This could become a great rage game like "getting over it" or "jump knight"
Hey SadSmileGames, Getting Over It was one of our inspirations from JumBean! We're glad you liked our silly little rage game, keep on jumpin'!
Fun game! The pace definitely picks up when the sour cream starts to cove the surfaces. Love the idea!
We're glad you liked our game, ihavetowns! The level design was made to build in difficulty and intensity the further you jumped up the nachos, so we're glad you had the intended feeling and experience. Thank you for the feedback and keep on jumpin'!
Neat. Besides the obvious lack of sound this was pretty solid! Good Stuff :)
Hey Bit, thank you for the feedback! We really wanted to add sound effects and music to the game but unfortunately, ran out of time. We're glad you liked it, keep on jumpin' :)
You! make me remind of "Getting Over It" hahahahah.
Art is cute and theme is match art style.
FYI : sometime when bean head hit the stage the arrow appear maybe you can change some properties of colision to make it perfect!.
Anyway, i enjoy while paly this! :)
Hi sunraymanz, Getting Over It was one of our inspirations when developing JumBean's Great Escape. We're glad you like the art! JumBean's arrow appearing when colliding with walls is a known bug that we unfortunately couldn't fix before the 48 hour deadline. We're really glad that you enjoyed your experience, keep on jumpin'!
Fun game. just took some getting use to.
Hey MatDavis, we're glad you had some fun with JumBean :)
Nice game, really liked this old school flavour! My Jumbean didn't make alive either, but I'd like to try it again in a full version ;) Would like to have some banjo music in here, would make atmosphere perfect and complete:)
Hey su69ka! Some banjo music sounds super fun lol. Thank you for your feedback :)
Hey this was pretty fun! Unfortunately Jumbean did not make it out alive. I'm gonna eat some nachos for dinner now, thank you for the recommendation.
Congratulations, you made me cackle. We're glad to have inspired your choice for dinner and hope you enjoyed the game too :) Thanks for your feedback, rhizo <3
Fun game! I wish there was some music or sound effects.
Hey jolomoji! We really wanted to add sound effects to the game too, but didn't have enough time D: Curse real life responsibilities and the 48 hour time window! *shakes fist at computer* Thank you for your feedback, we hope you had an enjoyable jam experience as well :)
To me, a good Getting Over It requires three elements, 1.) simple controls but difficult movement, 2.) interesting visual design, 3.) a motivator. This game has (1), a little bit of (2), and nothing on (3).
The motivator (3) could be anything, text appearing on the screen, a voice over, some gentle "flow" music. I only played the game for 7ish minutes before falling down hard. With nothing to motivate me to try again, I think it's normal to give up after a few falls. Use a motivator to make it difficult to give up.
Onto (2). I like the variety of terrain physics. That with the movement mechanics allows for a more organic feel to progression. This is probably due to good level design; it's quite good. It introduces a new terrain while you are safe, then adds the risk of falling after you mess with it. I did, however, fall with my first interaction with the bouncy guacamole. I bounced over the safety platform and into the other guacamole platform and kept on bouncing until I fell through. I was a sad :c
(1) I thought the moving arrow mechanic was going to be all the mechanics on this game, but when I interacted with the terrain it definitely made the mechanic more dynamic. Great design on them, and again, great level design.
Wow, that's a lot of good feedback! Okay, lets pick this apart piece by piece.
First, thank you for putting so much time into our game and especially giving a lot of really good, clear feedback. Everything you said makes perfect sense and will be remembered for future projects. You've earned a lot of brownie points already, but you get even more for seeing our inspiration from Getting Over It.
Regarding your experience with 3, a motivator, that makes perfect sense and we're very glad you put a word to it. We wanted to make a rage game but were unsure how to keep people invested even if they fall. It felt like something was missing, we just couldn't put our finger(s) on what. What you said about even the simplest of motivators making it easier to keep playing makes a lot of sense. Part of what makes Getting Over It so hard to put down is how much it motivates you and encourages you to keep going despite how overly frustrating and difficult it is, even if you fall right before the end all the way down to the beginning.
We're glad you liked the level design despite your bad experience with the bouncy guacamole. This was actually my first real experience putting a lot of time and effort into level design. A big part of the development cycle was me sitting down with a pencil and graph paper, writing out random ideas for how to implement the different mechanics (some of which were cut to make the game a little shorter), writing out a rage-o-meter, how I wanted the feeling of rage to naturally progress over the course of the game, and a time estimate for how long each section should take if the player doesn't fall. I didn't do too well with level design last year in this jam, I waited until the few hours to do it and it was the biggest glaring flaw with the game. So, I've done a lot of research since then and this was my first real chance to really get experience with designing a level. This my long, drawn out way of saying that I sincerely appreciate your recognition of the level design and that you thought it was good <3
We really appreciate that you also liked the different types of platforms. They were fun to experiment with and program, as I haven't had a lot of experience with Physics Materials in Unity (how I made the special platforms work), so it went surprisingly smooth.
Thank you again, we really appreciate you taking the time to leave such detailed feedback. I will be sure to play your game as soon as possible and leave feedback for you as well. I will be sure to take the knowledge you have bestowed upon me to the grave so that I can continue improving. We hope you have a wonderful jam experience and receive a lot of constructive feedback :D
Loving the mechanic! The style you went for is pretty cool 👍
Thank you YamsAndBread, the mechanic was really fun to make! We're really happy with the grungy, child-like style and aesthetic we went with, so we're very happy that you and others seem to like it too. Thank you for the feedback :)