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Platforming Pate's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Presentation | #33 | 3.063 | 3.063 |
Design | #36 | 2.688 | 2.688 |
Enjoyment | #36 | 2.688 | 2.688 |
Overall | #37 | 2.672 | 2.672 |
Metroidvania | #45 | 2.250 | 2.250 |
Ranked from 16 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Engine
Godot
Team/Developer
Solo
External assets
Kenney's 1-Bit Platformer Pack
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Comments
Controls were a bit too tight, if you wanted to keep that level of gravity and speed you might want to implement some form of coyote time since jumping a pixel too late means plummeting downwards. Fun little game though, could keep at it and add some more levels to it!
A fun little game. Indeed the control is unforgiving but the art looks cute and the sfx is spot on.
A fun little game. Indeed the control is unforgiving but the art looks cute and the sfx is spot on.
This was a fun little game hahah
The controls were tight but they were good for this kind of precise platforming. I also dig the 1 bit pixel art style it was a good game in its simplicity.
Nice little game!
While some games felt floaty, yours feels like I'm on jupiter xD maybe tweaking the movement and gravity a little bit would be a good thing for future versions.
But I enjoyed it, also the simplistic nature of the graphics is super pretty.
This was fun! I wish there was a bit more gameplay, though... Great game, good job!
Wow, this one's incredibly short.
I like the retro space-invaderish art style, I got hit with a huge wave of nostalgia.
The only small issues I faced are mainly the player controls. The gravity is too much and it makes the feel of the gameplay a bit too forceful. The small concept of exploration as seen in many metroidvanias is still present in the game, but this feels more like a small puzzle a player has to face on his journey through the game.
Nevertheless, it's still a pretty cool looking game despite how short it is. Maybe ease up the player's fall speed a bit? And later add some more levels to explore, and I'll definitely be the first in line to play it. :)
Great little game, could be nice to think at enable smoothing at camera, so when is jump, not is always moving and could be more comfortable to the player, to reach platforms, could be nice to implement coyote time to be able to jump more easy.
so, this was ok! I beat the one level . it has cute art style. I had issues with the platforming, not because of the gravity as some other noted (though it WAS a bit high), but because the jump button was on the same hand as the movement. almost everyone is used to moving with one hand, and jumping with the other (Mario for example). Trying to do both moving and jumping with he same hand, especially with such tight platform tolerances, was hard to do
It was cute, was up the only way to jump?
Yes. I was considering adding the spacebar as an option, too, but the noise my space bar makes drove me insane during play testing, haha . I probably should have kept it in for player preference.
Felt a little short? (I got the key and went to the door) - I liked the platforming, maybe some smoothing on the camera would help out as it felt a little jarring at times. Good job on submitting!
I've managed to complete the game, but it didn't feel nice to play. The gravity is way too heavy, and the camera feels weird moving that fast with each jump.
I think that making a static camera of the whole level would help a lot if you want to keep the high gravity of the game.
Other than that, I enjoyed the simple art style, and I really like how fluid the animation of the character is.
I can see why the camera might be a bit of a problem. I completely forgot to add smoothness to the camera while I was making it, so the movement was probably jarring for other people. I'll keep that in mind for next time. Thanks for your feedback!
I have to admit, despite giving it a lot of tries, I never unlocked the first door. The controls were very unforgiving. I think if the jump speed was a little higher and the gravity was lower, that would make a huge difference. I do like that you went with simple. I tried to focus on simplicity when I made my entry, and i think it worked well. Good luck!
I did notice that the game might have been too hard to play. The more I play tested it, the more I underestimated it. I played your game, and I really enjoyed it! I was trying to make something like that at first but with Mario-style jump attack mechanics, but as a new dev, that was probably a bit too sophisticated for me at the time making it. Thanks for taking the time to play my game!
No problem. I'm still new to game dev as well. Nailing down platformer character movement is still trial and error for me. I fiddled with mine until it felt "not god awful" and then stuck with that haha. Also, it wasn't until yesterday that I asked myself, "why didn't I let the player stomp on enemies?"