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Blue Down's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Presentation | #5 | 4.200 | 4.200 |
Overall | #26 | 3.440 | 3.440 |
Enjoyment | #30 | 3.280 | 3.280 |
Use of the Limitation | #41 | 3.120 | 3.120 |
Concept | #47 | 3.160 | 3.160 |
Ranked from 25 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Team members
Fava Beans
Software used
Gdevelop, Photoshop, Chiptone
Use of the limitation
The protagonist has had her power stolen
Cookies eaten
2
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Comments
Played game on stream here: https://www.twitch.tv/asfunasfun
SO cute! Challenging platforming with a cute aesthetic. It’s like a kawaii Cave Story.
The movement feels solid and the levels are well designed, but the all blue art style is pretty jarring, and the random difficulty spikes in between easy levels don't make much sense.
Thanks for the feedback! I agree that there should be a difficulty curve
Love the art and the color palette! I tried a few times, but there were some levels that were difficult and I just couldn't get through them. Darn!
I love the art and character design! The story had me interested too! Makes me wanna know more about Mabel! Great job!
Thank you! I kind of feel like writing more about her
The presentation is clean and controls on this game were very tight (it kind of reminds me of Hallow Knight). Nicely done!
My only concerns were that:
- If you die while shooting, your character remains shooting no matter what during the next run
- There is a wee bit of room repetition during the same run
Overall though, this is a solid all-around game!
Thanks for the feedback! I never died while shooting so I was totally unaware of that bug. That's something I should be able to fix easily. As for the room repetition, I don't know why but the random number generation always favors a select few rooms but Neverdusk gave me an idea that should remedy that.
Mabel's face on the cover really made me want to open the page and play the game.
Fall speed is very fast for me, but anyway, I have enjoyed the game. Level layouts and art are very good-looking.
Thank you. I really felt like I had to make a portrait of the main character because while I like the pixel style I went with, it doesn't really represent the vision I had for the protagonist
Love the execution of the game , nice signs and feedback , artwork is great !
Simply wish I was better at platforming to truly enjoy this entry.
Great work !
I had a lot of fun and the game looks great! At first I didn't know that I could shoot and I thought it was too hard, I kept getting killed by the enemies. But then once I started shooting I was able to get my revenge and beat the game. Great job!
Thank you for playing! I probably should've put the "how to play" on the title screen since I had so much spare room
Lovely gameboy aesthetic. The levels had enough variety to feel procedural. Could have used some idea of progress. Check out my review of your game at https://www.twitch.tv/scalphamission
Amazing art!
Thank you
Neat little platformer with some interesting level layouts. The enemy variety was good and I liked how the player character can only shoot upward. The particle that you're using for the jumping seems to be triggered anytime (even when not jumping) the jump button is held, which can lead to some janky visuals, but other than that, great game!
Thanks for playing! That particle for jumping also triggers when the character turns. The intention was for it to look as if she's kicking up dust but yeah it doesn't really look that way. And I did account for left and right being held when triggering the effect but not jumping for some reason. I'll be sure to tweak those visuals if I revisit this.
Great art, great polish, great platforming, overall a great game. I loved the part where I had collected all the marbles and was about to proceed to the final level, only to accidentally fall into spikes on my way down.
Thanks for the feedback! Shame you died at the end but you didn't miss much. The ending cutscene is pretty basic.
I'm just gonna say the art is the best part of the game and is overall amazing. The palette destributes alot of it to the aspect.
The gameplay is way too easy, altough i respect the brave ability to shoot almost every frame. My main probem is with the player movement: It's way too fast, with the jump in particular, and jittery. In turn i never really feel like I have much control over it, which sadly hamperes my enjoyment :<.
The procedural generation aspect is a bit undercooked, but I don't see how you'd have in that timeframe written a suitable algorithm for the rooms.
Overall it's competently made and feels finished, so good job.
Thank you for the feedback! I agree with pretty much every point, however, I was satisfied with the movement but I can see how some could consider it too fast. I think it could be because I speedrun the levels while testing so the fast, jittery movement felt more natural to me.
The gameplay is pretty easy and nothing really surprise me much but I do like the art and elements in this game fits well with this kind of style!
good game!
Thank you for the feedback. I did consider making the levels much harder but in the end, I decided to make them relatively easy since I didn't want it to cause too many rage quits.
The game's movement feels really nice! I've been in jams where we took days just to get smooth platformer movement down, and you nailed it. I also love how consistent and stylistic the visuals are. The color palette is very pleasing on the eyes. And the animations, while minimal, have a lot of life to them - which is impressive for such a small pixel resolution. Cover art is also lovely. Moreover, SFX are really nice and crunchy without being grating, though I do wish the game had some very subtle SFX footsteps, just to fill the empty air.
I think the decision to go with randomly-chosen but handcrafted rooms was a really good one, because they're all very distinct and nicely designed. On the other hand, the game doesn't really get more challenging once you get used to it, since most rooms are about equally difficult. It may have been a good choice to have a pool of Easy, Medium, and Hard rooms to choose from. Then the game could choose to start with the easies, then the mediums, then the hards. I think that would allow for a difficulty curve while still having random rooms. I also got two of the same room in a row at some point, so eliminating levels from the pool once they're generated would also help create a sense of forward momentum.
Overall, I'm happy I stumbled on this little gem. I could easily see this turned into something more developed.
Did you make this on your own by any chance? I'm impressed.
Thank you for all of the kind and useful feedback! Everything was made by me other than the music because I am no composer. I was only able to get this much done because of the Engine I used which is Gdevelop. It has a lot of limitations but it allows me to make small-scale projects like this rather quickly when compared to more complex engines. The movement, for example, is coded for me so that I just have to tweak values. I really like your suggestions such as footstep SFX and a difficulty curve. If I was to revisit this project I'll definitely implement that.