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A jam submission

ConceptView game page

The Best Platformer Ever Made (give or take)
Submitted by Bill — 2 days, 23 hours before the deadline
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Concept's itch.io page

Results

CriteriaRankScore*Raw Score
Overall#23.6673.667
Audio#23.5003.500
Graphics#23.3333.333
Fun#43.1673.167
User Interface (UI/UX)#43.0003.000

Ranked from 6 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

DevLog Link
https://bill-g.itch.io/a-proof-of-concept/devlog/254909/concept-30-is-here-major-update

Developer Feedback Questions
Please let me know if you think this game is genuinely good. I think it's getting close to a legitimately releasable state, and I really really need playtesters. If you provide feedback I am more than happy to credit you in the future builds!

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Comments

Host (1 edit) (+2)

FIRSTLY I found the same bug I found last jam. 

Secondly, I HATE this game. 

Not to say that the game isn't good, but it's punishably difficult to the point that sometimes I feel cheated. There are some levels that just make you really frustrated. I got to the end game but I was so frustrated by the time I got there I just wanted it to end.  I had not more in me to finish the hidden levels I got to the mainframe hidden level and couldn't go on.

Now, This may be what you're looking to accomplish with the game. If so good work. But for more accessibility, you need to make the game a bit easier. @MewsSnep Comment explains some of the issues really good so I won't repeat it. 

Have you ever played The Messenger? 

I think you're trying to go for that kind of spark of exploration in the end game. But it feels kinda like a chore here.

Congrats on the progress you've made. Keep it up.

Developer(+1)

Thank you Joel for taking the time to play through a huge portion of the game, and I really appreciate the honest and super helpful feedback. I definitely was trying to make this a hard to super hard platformer, especially the later levels, but the impression I am getting is that it is more unfair than hard at times. This is something I will definitely try and balance going forward.

I haven't played The Messenger but am always interested in any exploration based action platformer, so I will definitely give it a look. I also have thought about making the endgame levels just bonus experiences and not block off the progression as there's really enough content now where the first 5 levels + the 2 true endgame levels would be enough for this type of game.

Again, thanks to you and everyone who's taken the time with this game. It means a lot to hear your thoughts on this and I really really appreciate it. 

Submitted (2 edits) (+2)

Going to point out some things I noticed while playing, and some of my thoughts. I hope it comes across as helpful and not nitpicky ^^

Menu:
-In the starting menu I couldn't see the "press space" at the bottom due to the screen size so I
pressed escape to exit the menu, which reset the game.

Tutorial/Level 1: 
-says press "S" but its actually "W" that works.
-I really didn't like how fast the character felt here (I think is just because of how small the screens are for this area)
-Nice reset, very fast so dying didn't feel tedious

Hub: Level locations feel a bit all over (but that's probably going to be different for everyone just for me I was looking for level 3 and it was the last one I went to lol)

level 2:
-Some platforms that look the same have collision from the bottom where others don't.
-Didn't realize I could jump on the grabbing points.
-Nice job on the coyote time
-Was one section where I could of died after the screen transition but before the checkpoint (would feel really awful to beat the section only to be reset because the next section killed me before the checkpoint)

Level 3:
-There was another couple areas where I could of died right after the screen transition to the next section
-The moving platforms don't have any visual differences between fast, and slow
-I had trouble seeing the button on one of the levels
-That last screen was a doozy XD

Level 4:
-There  was a screen where I nearly walked into the red just barely missing the checkpoint
-the swinging with reversed gravity doesn't feel right to me
-Last screen was brutal again :P
-(For some reason I had to redo it because it didnt count as completed later)

Level 5:
I ended up in the floor (I believe its based off the grab the corner mechanic)
The part where you're being chased by the wall was a frustrating part, I thought it was impossible and then through I got stuck in the bottom area but luckily I could just reach the button, that being said the hint wasn't very helpful and might even give the wrong idea but I did manage to figure it out after a good bit of trial and error, only to be killed by the opposite wall just before reaching the checkpoint)

End Game:
I was frustrated with all the puzzle platforming that when I got to the end I did not want to think about it. Sending me back through the levels felt like a chore luckily it wasn't that difficult to figure out but after everything else I quit during what I assume to be the end climb back down.

Overall the game felt like a rage puzzle platformer and the reason I think I feel that was is mainly due to the trial and error that has to go into everything. Was still a fun game for awhile, but it left me wanting to feel more in control. If a hard puzzle platformer is what you're going for then you've done a good job at it (Maybe throw in a death counter for an added insult to injury :P), but if you're looking for something more accessible then I think some changes might be needed.

Game Maker's Toolkit did some videos on platformers that might be helpful to remove some of that frustration building. Regardless though, with a bit more polish I think its a very solid game. Nice Job.


Just remembered I took a screenshot while I was playing of when I got stuck in the floor


Developer(+1)

MewsSnep thank you so much for this amazing feedback. This is the exact type of info I was hoping for when I submitted the game to the jam, and I will definitely integrate what you've said in a later release. 

I definitely wanted to make this a hard game, but somewhere between Celeste and Super Meat Boy in terms of challenge and rage. It sounds like it may be too far on the rage end right now, so I can definitely work to tone it down or make it more approachable.

GMToolkit is one of my favorite channels, I will definitely give his vid a look and see if I can use it to make the game better as well. Thank you again for playing and for the feedback!

Submitted

You beat the whole game? Thats impressive

Submitted

I really liked the transitions. I didn't get through all the levels because the beginning levels were rather hard, especially with the movement. I feel like the jump heights differed too much when combined with different WASD keys. The running speed felt inconsistent. But if those were fixed to where I felt like I had more control of the character, they game would be pretty good.  The designs were pretty unique and the features kept my attention. The difficulty was just too hard at the beginning though. It can be the greatest platformer there is as you slowly improve your game! Keep it up. :)

Submitted

-The running mechanic makes precise movement hard

-I'm not really used to using space to jump, maybe an option to remap the controls?

-My PC cant see all of the screen

I'll probably finish the game given some time, here's some level reviews

-The Vault

Checkpoint 2's laser can be bypassed by running to maximum speed after the laser has just gone out

I didnt see the sling the first time i played it

Checkpoint 5 requires you to be precise, but this is a tutorial it shouldnt be this hard

Developer

Appreciate the feedback! I can definitely try to rework those two challenges. The last one is definitely the most difficult but if it is too precise for most people I will try and tone it down to be more accessible.

Let me know what you think of the later levels if you get a chance to try them out!

Developer

Short trailer if you're interested!