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Power Slide-r's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Concept | #56 | 3.381 | 3.381 |
Enjoyment | #81 | 2.762 | 2.762 |
Overall | #91 | 2.952 | 2.952 |
Presentation | #103 | 2.524 | 2.524 |
Use of the Limitation | #104 | 3.143 | 3.143 |
Ranked from 21 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Team members
MachinoDude
Software used
Unity, Piskel
Use of the limitation
Only used 5 colors in total
Cookies eaten
more than 10
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Comments
Man, that's a cool mechanic! I was originally a bit skeptical, but it grew on me as I improved. My only critiques on the game would include notches on the slider so that there is a little bit more consistency, and that the last jump of the last level is a bit too much of a guesswork infused yeet (which probably would be a lot more doable with said notches). Other than that, I got a Jump King vibe from the game. Great work overall!
Thanks for the suggestions! I was thinking about adding notches or something like that, but I ran too low on time to implement it, maybe in a future update.
Very entertaining. I really liked the mechanics of changing the power of the jump.
Thanks, I'm glad you liked it!
Nice game! It was a unique concept, having to control jump height with a slider, and while the slider was confusing at points, with having to guess how big the jump should be, it was still a nice addition to the game. The fake blocks could also have been more easily seen, since otherwise it's just trial and error until you beat the level. Something like the moo level to help identify them would be nice. It was a fun little game though, nice work!
I definitely should have had an identifier for the fake blocks, and the slider does get a bit tedious, that's something I plan to improve for my next project. Thanks for the feedback!
Interesting concept, I think that holding the jump key to charge your jump instead of manually adjusting a slider would make things much better.
Thanks for the suggestion! I personally like the slider because it's a unique mechanic and although it wouldn't work in a full game as it gets repetitive/tedious, I think it works in a short game like this.
the concept is really good! i also really liked the aesthetic of the game. the choice of pallete combined with the music gives the game a goofy(in a good way of course) atmosphere which brought a smile to my face. the game does get tedious later on. the levels are a bit badly designed which makes each death feel more and more infuriating and unfair. but aside from that the game has a really unique take on the theme! i honestly wouldve never thought of power that way
the concept is really good! i also really liked the aesthetic of the game. the choice of pallete combined with the music gives the game a goofy(in a good way of course) atmosphere which brought a smile to my face. the game does get tedious later on. the levels are a bit badly designed which makes each death feel more and more infuriating and unfair. but aside from that the game has a really unique take on the theme! i honestly wouldve never thought of power that way
Thanks for the feedback! I ran out of ideas that incorporated the power slider after the first couple of levels, and the last level is a bit too big and long, but I'm happy with the overall turnout. Next time for sure!
Interesting take on the theme. Was fun to play, I enjoyed finding the secret spikes :)
I'm glad you enjoyed it!
Nice idea to do that mechanic with the slide jump, its was cool to try to adjust the slide and see to where i can reach in the level.
One thing is to maybe make the control more responsive, i see that some users tell you about the GetAxisRaw if you are using Unity, so that may help.
And other thing is that sometimes was a little frustrating to don't know what blocks were fake. But maybe that part of your idea of "try - fail - retry", so in that case it's ok.
Congrats for finishing the Jam and creating this great game!
Thanks, I'm using the GetAxisRaw, but I'm open to see other ways for better control, I definitely will add a small differentiation to the fake blocks if I do this again. Thanks for playing!
This is a really great idea. But i think the slider thing is a little tedious(especially in the later levels)
Maybe power-ups or maybe metroidvania style progression It is just that the slider makes a really good idea into a tedious guessing game
This is an amazing Idea it is just the execution that destroys it. Also maybe the controls can be a bit tighter. For a game with tight/trickly platforming like this the controls should be a bit tighter or more responsive. (Since you are using Unity maybe use "get_axis_raw" on the input instead of "get_axis" for input)
Finally maybe change the fake blocks just a bit to differentiate them. Just enough to where it is noticeable but not to much to where it looks to obvious
Anyway i am sorry for rambling just remember this criticism is just for the sake of helping you improve not to be rude.
Have a nice Day :)
I didn’t know I could do “get_axis_raw”, I’ll be sure to try that out. As for the slider and fake blocks I might update the slider to be always there so you don’t need to pause every time, and adding a small mark on the fake blocks. I appreciate the feedback!
That sounds great I'll be sure to try the game when you updated
Thanks for the suggestions, I changed the slider to be usable without having to pause which makes it less tedious, adding powerups would be too big an update for this but it does give me an idea for a future game. After checking my code it turns out I was using get_axis_raw, so if you have any other ideas for that let me know. Finally, I feel the first two levels are fine in terms of the fake blocks, but I changed the last level to have a "warning" text for the one area with the fake blocks, next time I use fake blocks I will definitely make a new similar yet different looking sprite for them. I appreciate all the feedback!
Sounds great
the game is more fun now and lets the idea shine a lot more good job
Very fun and clever puzzler. Being able to manually adjust your jump strength really makes you question the way we normally approach platforming controls.
Also, the music is very clever--it's a riff on a recognizable tune...
I’m glad you liked it! I put a good amount of time making sure the music fit well!
Nice application of the theme! I thought the jump power mechanic was interesting. I wish there was a way to adjust the jump power without having to open the menu to break up the gameplay. Good job, those fake platforms got me
Adjusting the slider without needing to pause is something I might add in an update. I'm glad you enjoyed it though!
Thanks for pointing it out, I changed the slider to stay on screen and it feels a lot better!
Yo’ The mechanic of changing the jump power is very interesting, it could be very fun if expanded upon, but I don think the flow to change it is intrusive, you have to break the “flow” of platforming to adjust the jump power in a full screen menu.
Thanks for the feedback! If I do update the game I'll be sure to make the slider accessible without needing to pause.
Thanks for the feedback, I updated the game to keep the slider on screen and it feels much more fluid!
I like the idea, I just wish the UX for changing the jump height wasn't buried in the pause menu. Regardless, love the invisible cow reference. Great job!
Thanks for playing, and thanks for the suggestion, I'll be sure to implement it if I ever update the game. I'll be honest, but any reference was an accident lol. After a bit of searching I'm guessing you're talking about this https://findtheinvisiblecow.com/ . I wish I had known about this earlier!
Thanks for the advice, I changed the slider to stay accessible on screen and it feels a lot better!
Really cool changing the power of jumps, find it super interesting. The fake blocks and those big maps made it a little bit confusing the gameplay tho
Thanks for playing! I probably should have toned down the fake blocks I agree.