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A jam submission

Clumsy FruitView game page

Submitted by Lucki (@Lucki_43) — 32 minutes, 18 seconds before the deadline
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Clumsy Fruit's itch.io page

Results

CriteriaRankScore*Raw Score
Presentation#34502.5103.833
Creativity#38802.4003.667
Overall#39432.2913.500
Enjoyment#43541.9643.000

Ranked from 6 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?
Its fits a little bit!

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

Submitted(+1)

FYI: Your twitter handle doesn't exist. If that's by accident, please let me know. I maintain a list of twitter users that contributed to a Godot game in this year's jam and would love to add you!

Developer
Sorry, it was a accident, but it is now fixed...
Thank you for adding me in this list! :)
Submitted

This is a pretty reasonable platformer and the roll mechanic feels really fun to use! It’s just that… falling over is really not fun. If there was some way to mitigate the damage, then that could be fun design, but at least for the parts of level 1 that I saw it didn’t feel like there was anything I could do except for jump and hope that I made it over the jump. I didn’t see any opportunities for decision-making.

Thank you for providing a Linux version! It was easy to use and it worked well for me.

Submitted(+2)

Here comes a review. :)

Miscellanea:

  1. Nice ‘3D curved screen’ effect for the title screen! :) Does this come from a shader?
  2. Oh, the font for the tutorial is a little too small, it is hard to read because of the pixelisation effect; thankfully, I can read it in fullscreen, but this is close to the limit.
  3. The controls are QWERTY-only; this translates to a partially cumbersome ZQSD for my AZERTY layout… There is a way to program the keys on a position-based basis to avoid such problems; furthermore, you can also enable the arrow keys if you really want not to take chances.
  4. Very cool that you put a contextual tutorial in the game! :D I have been willing to do this for several game jam games, but each time, I felt this would take too much time and effort. Well done.
  5. In the tutorial, the long jump in the lower right-hand area is already rather hard; this may have to do with my uneasy keyboard mapping, but still.
  6. You can still walk during a pause; maybe this is voluntary.
  7. I made it to the end of level 1 (and it was not easy!! Although I managed to achieve it on my third try, I think), but how is the player supposed to get through the door? <:o
  8. It looks like there is a small bug (or is it voluntary? :)): enemy shots are still present in the menu screen.
  9. Tackling level 1 seemed to confirm my impression from the tutorial that jumping and dashing are less fail-prone than walking (and thus, a good strategy is to jump and dash, not to walk). Can you confirm this?
  10. Small bug: after failing in the air, I fell in a vertical tunnel, but still managed to wall-jump while in a lying down animation.
  11. I wonder if the fact that the character seems to fail a lot when he collides with a wall is a bug (I suspect this is considered as extra walking) or normal.
  12. I gave up level 2 during the ascent in an area towards the right, when there are both shots and a circling enemy, because I felt climbing around the left (using a dash?? And then, what?) was too hard. (Ah, I realize in level 4 that you can actually wall-jump on the same wall, granted you make a U-turn!)
  13. Level 3 is way more horizontal (so, less helly climbing!), but you get massively harassed by enemies. I gave up at the base of the right-hand vertical tunnel (you must realize how taxing my ZQSD controls are: the game is already hard in itself!).
  14. Some lonely spikes are hard to spot; I often mistook them for mere scenery bushes — causing my doom. I would suggest making them more noticeable, by painting them in plain white, for example.
  15. Protip for other people trying out beating those levels: the rolling capacity (C key) allows you to hover horizontally, which can be useful to pass some void, especially in the lower-left area of level 4 and the horizontal tunnel of level 4 (the one with three shots coming from the right and small cavities).
  16. I gave up level 4 when reaching the lower-right zone for the first time, skewered on the lower spikes. X) Man, is your game hard. XD
  17. I agree with GiantFrog on both counts, namely, the game is cute, but the failing mechanic is taxing.
    Actually, it is both (1) original and (2) player-killing. XD I think the worst case is when climbing long vertical tunnels using wall jumps: you have no choice but do it, and the game punishes you for no reason by having you fall down to the bottom!
    On the other hand, the platforming mechanics work very well, including the horizontal roll. They are all pleasant to perform — too bad they get interrupted by this pesty obligatory failure! X)

In conclusion: a game that is cute, original, with dynamic gameplay, and very hard and (too much) exhausting. I would also add that the mechanic, although original in itself, is only weakly connected to the theme (as you acknowledge yourself in the form! By the way, I think you should explain the connection, and not state the degree: ‘Its fits a little bit!’): you added randomness to a platform game.

To be frank, I still like your game. :) But you are not making my tester/reviewer life easy. XD

Developer(+1)
Thank you very much "Mossieur Patate " for you big review!
It is helping me a lot to improve!  :)

Here are  some answers to you questions:

Miscellanea -1. Yes, this is a shader on a canvas .

Miscellanea -7.  The player need to press E, in the tutorial should be an explonation for that!

Miscellanea -9. Yes, you are right!

Bonus: 
Miscellanea-8.  I think it is a bug or something else that causes that, but I thoght it looks  cool, so I leaved it in the game! XD
 
Submitted

Thanks for your answers. :)

Miscellanea -7.  The player need to press E, in the tutorial should be an explonation for that!

So I may have to replay the game to get through that door… XD I shall write that down now for later. No time now, I am in a testing rush!

Submitted(+3)

It's really cute!! But honestly, the chance to fail is not a very fun mechanic. I'm impressed with what you were able to get done, but the low framerate and random falling into hazards made it hard to track all the things flying around and got frustrating.

Submitted(+1)

I agree with everything you said, except the ‘low framerate’ part; the game ran smoothly on my computer. Perhaps this depends on the user’s system?

Submitted(+2)

Oh, it could be! I have a Linux laptop with Intel integrated graphics, so it totally could have been on my end. I thought it was an artistic choice to match the CRT effect!

Developer (1 edit) (+1)

Thank you for you review "GiantFrog"! :)

I will evoid such frustration in the future, to make a better player experience!

Submitted(+1)

Yeah, I agree with this post. The framerate was fine for me on Linux though.