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Drizit and Klunk's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Presentation | #1101 | 3.500 | 3.500 |
Fun | #1818 | 2.917 | 2.917 |
Overall | #1837 | 3.083 | 3.083 |
Originality | #2751 | 2.833 | 2.833 |
Ranked from 24 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?
We have two characters with different abilities that require helping each other to escape.
Did your team create the vast majority of the art during the 48 hours?
Yes
We created the vast majority of the art during the game jam
Did your team create the vast majority of the music during the 48 hours?
Yes
We created the vast majority of the music during the game jam
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Comments
i'll try not to echo other comments as much and instead say that i had a slightly rough time because my laptop doesn't have a right ctrl so i had to use the on-screen one, but i won't get upset over a 48 hour game jam game not being to handle every potential keyboard layout, haha! i don't know if it was intentional but the stamina bar was really obstructive, like it took up a third of the screen? it seems like at least one other person had a weird stamina bar too so who knows what's up there
as others have said, i love the designs, super cute! i also have a fondness for the music because it reminds me of old computer/genesis games 😊
thanks for the feedback!
Which build did you play that gave you an oversized stamina bar? We appreciate the heads up and will look into what may be causing it. As for your appoval of the music, it was inspired by the very same tunes you are thinking about.. old sega games!
Thank you for playing and commenting
i was on the windows build. i did some investigation and it looks perfectly fine if i force the game on my second monitor... i have a high DPI on my main monitor and normally scale everything by like 150% so i think it might be related to that
Yeah, sorry about the controls. 48 hour james and I haven't learned how to do a control configuration thing. Though tbh I havent' seen that in any other jam. The stamina bar being that big is odd. Probably due to the resolution size that you were displaying the game? It was done in 1920 x 1080 and is normally smaller.
And thanks for the music comments. That's kinda the direction we went.
Platformers aren't really my thing, but you won me over with the characters :)
Aww...Thanks :D. Thanks for taking the time to trying it even though you don't enjoy platformers, I appreciate that.
thank you for playing!
Very cute character design and animation :) The main mechanic was pretty interesting as well, I really enjoyed the strong differentiation between the characters abilities and handling!
The game could certainly do with a bit more polish and perhaps more environmental props to help build more landmarks into the map, but it's a jam and as is this feels pretty great :) One last thing I'd like to see in a post-jam update is the ability to hold down to see below you as Drizit, to help ensure I'm not jumping into anything dangerous
I had a great time playing this one, good job to both you!
Thanks for the feedback Zombiedance! I did have crumbling/falling platforms, lava, and falling spikes programmed but didn't have time to plan where to place them. Also with the way things are, Drizit(the flying one) couldn't die so the lava was a hard one to place in without it feeling odd...lol. Great suggestions that I'll add to my notes if we decide to expand on this. Thanks :D
Nice game, I love the characters, and all the art looked really good!
Thanks Pelf.
Glad you enjoyed it!
Thanks for playing and commenting!
Cool game! Like pretty much everyone is saying, my favorite part was the characters, I think they look so good! I actually managed to beat the game skipping a section, I was able to carry Klunk to the top of the maze area to complete the sun rocks part (I assume that's not the intended solution?) and then just flew Drizit to the end without having them both up there, so I never did the section right before the sun rocks. Speedrun strats!
AHAHAHA! Yeah. I didn't have a lot of time to really think through on funneling that both have to be up to win. Technically you only need klunk to push 2 of the blocks and have him stand on the last one to have Drizit fly up solo and flip that last switch, I believe. If I were to tweak that, I would have 2 switches at the end that both characters need to activate at the same time to trigger the end opening. Live and learn...ahahaha. Thanks for the feedback and the rating!
Speedrun Challenge is on! Post your best time lol
A very nice platformer. I loved the animations!
Thanks for trying it out. I look forward to tightening up the animation if Warlikefury and I expand on this.
I was able to take advantage of the weird friction by sticking to a wall until Drizit could fly around and get underneath. It's a wall-grab feature!
I didn't understand that Drizit could carry Klunk until I came and looked at the comments, but other than that I thought it was great! Being able to land on Klunk's head was a great solution to having to move multiple characters around the same area, which is an annoying part of similar games like The Lost Vikings and The Cave (Two games that I love).
I definitely think this could be fleshed out into a full game that would be excellent to play with a partner.
Thanks BitJester! AHAHAH! That's wat Warlikefury looked at when it came to the weird wall friction we started seeing at the last day.
As for Klunk carrying Drizit, yeah, that's my bad for not outlining it clearer. Warlikefury called me out on that and I thought it was criptic enough to figure out. 100% my bad. We are looking at possibly flushing this out to a full game. It has a ton of potential for sure.
The two characters are beautiful I like the art in them. Two notes. be careful with the friction of the player it stuck on walls, and the pause don't pause use the "Time.Scale = 0" for a simple pause. Great job and good luck D
Thanks Victor Z. The friction was an unforseen build bug. All my fault for lack of experience. I had a time scale to 0 at first, but I messed up and broke something else. And since there were no enemies,I figured it wasn't a big deal. Since the worse case scenario of no timescale is falling into spikes and having to continue at the last save checkpoint. Thanks for your feedback and for playing the game. I hope it was still fun!
nice game.
Thank you MF Project
Thanks MF Project
Beautiful art and animations! The movement could do with some refining, and certain puzzles were a bit obscure in how to approach them. Making the elements critical to solving a puzzle visually distinguishable from the non puzzle elements would help a lot. All in all, pretty fun!
Thanks ThatAmuzak. I'm still learning on the programming and I have to figure out how to have the builds mimic the in engine feel more. It's doing some weird stuff. Live and learn. Warlikefury and I are looking at tightening and expanding a bit on this game and the GameDevTV Game Jam game we made last week into something a little more and polished. More practice, learning, and tweaking!
This was a nice game. It took some getting used to, and I did notice that jumping against walls tended to make you stick to them, but other than that it was fun.
Yeah, I learned through this project to playtest more with builds instead of just in engine. It was surprisingly different. Even now on the side I made some changes to tweak the jump and it feels nicer...but now the odd thing is the jump barely does much in a new build. So gotta mess around and learn what settings I need to change to make it feel closer to the game engine version. That stickiness to walls and also pushing the boulders in mid air are bugs because the gravity isn't applied at all. Glad you had some fun (I hope). Thanks for playing :D
That's probably good advice for anyone. I know I barely tested in my build at all because I put it off until the very end. Just another lesson for the next jam I guess.
Really cool art and music! Loved the animations :)
Cool game but it was sometimes a bit tedious to wait until Drizit had enough energy to carry me, making it charge instantly after touching the floor could be a solution.
I actually managed to beat the game with only 2 of the "sun stones". I first went all the way up thinking that was the way, took the checkpoint and then realized I had to activate some stuff before finishing the game... I went back down, activated the two stones that fall down and finally just respawned to the last checkpoint and used Drizit to activate the last "button".
I guess I should have made it more clear about having Drizit rest on Klunk's head button. He recharges MUCH faster.
Oh true... I opened the game again and saw the text on the second rock, my bad!
Oh no worries. It tells me I wasn't clear enough in the communication. My bad really. All a part of Game Design and Art ;).
And oh yeah...I didn't have time to set that up (or think of it in my tired stupor :P) Thanks for the heads up. The same could have been said about Klunk staying behind and Drizit leaving. I'll have to fix that at some point.
Like the Art and the Music!! The Concept is really creative and fun to play.
Really neat art style. Impressive work!
The character design is amazing! Gameplay mechanics are really interesting too, but I think they need a bit more playtesting to get to a point where it's fun to play (movement of the rock dude definitely needs to feel weightier, possibly increase gravity while keeping momentum increase). Also noticed a few new-dev mistakes like the colliders sticking, one way around that is to add a no-friction physics material to your walls. I feel like the music fit the theme, but it just needed some better quantization because a lot of the notes felt out of sync in a bad way. Overall, from one new dev to another, can't wait to see you guys in future jams!
Yeah, I don't know what happened with some of that stuff. It was very different in the game engine before the build. My fault for not testing builds earlier. He had way more weight and the friction wasn't there. I am still new to the programming side and dealing with UI and builds for sure. Thanks for the feedback Encore! I have to look at those build settings on why things shift :/.
I liked very much! My favorite thing is the
drawing and animation. I would love to see the sets with the same art. It will be very beautiful. The level design was also well thought out. There are a few minor problems with the collisions that get in the way of jumping close to the walls and the flight bar takes a little too long to load. I spent a long time doing nothing waiting to fill up. It is necessary, but perhaps rethinking the recovery time. I didn't like the song. It seemed to me that it was made running so as not to be muted. Random notes and don't match gameplay.
Congratulations for the game!
If you rest Drizit on Klunk's head, it charges WAY faster. It requires pusing Right control or "R1" from a PS4 controller when near the head.
Nicely done, Brohmyr and Warlikefury! I admit that the dual controls took some time to get used to, but that time was just long enough to finish the game. I love love LOVE the animations on the two characters. Whichever of you is doing the art for your games is killing it.
I did have a small problem with the level design in that I reached the end without ever seeing the sun stone path required to beat the game. Fortunately, you have Drizit to scout about and I found the missing bits quickly, then used the spikes nearby to respawn Klunk back at the top of the cave.
Overall, super well done y'all. Keep up the good work! I look forward to seeing what you make in the future!
Thanks man. This was a blast to make. Yeah, I never played the two in tandim much. I just pulled Drizit out whenever I needed him and then rested him on Klunk for fast stam recharge...lol.
Thanks for the great words. Yeah, I was just focused on the layout and didn't want to accidentally not make it in time before adding something to elude to the sun switches in the end. Thanks for the awesome feedback.
As for the animation, that's myself. Something I'm able to bring to the table from my occupation. Since we were going with no words, I wanted to make sure (and quickly) how to get some nice expression and readability in there. Games, I'm more used to 3D work so I'm still adapting with sprites and how to manage. I keep making the characters fill the whole frame in their stance before thinking of giving them space to swing around...ahahaha. Next 2D game project I'll nail that down :P
The graphics are simply awesome! I did find the part where you can fly a bit hard though, for some reason I actually couldn't see the stamina bar, but other than that this game is pretty promising, well done!
Glad you liked it TheRealUnderdog!
Not sure what happened to your Stamina bar, i'll look into it.
Thank you for the feedback!
Sorry about the Stamina bar istuation. I think the scaling went funky for the build version for the UI :(. I should have done more builds throughout the process to fine tune the gameplay feel since it actually changes a bit. Thanks for trying it out!