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Success In Progress's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Theme Implementation | #2 | 4.400 | 4.400 |
Special Object Implementation | #2 | 4.333 | 4.333 |
Overall | #4 | 3.533 | 3.533 |
Gameplay | #6 | 3.333 | 3.333 |
Fun Factor | #6 | 3.200 | 3.200 |
Visuals | #14 | 3.267 | 3.267 |
Audio | #21 | 2.667 | 2.667 |
Ranked from 15 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How is your game related to the Theme and Special Object?
The game is about a Tomato climbing to reach a [SECRET], every time you fail, the game becomes easier as you leave tomato sauce in the floor that protects you from falling again and allows you to move in it
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Comments
Five stars for theme implementation! This is a really clever twist on an existing formula, and with a little bit of visual, balancing and gamefeel polish this would probably be 5* almost across the board - great jam entry! Bonus points for being so keen on constructive feedback!
Thank you! What would you do to improve game feel/would you consider filling the feedback survey on the games page?
I’d look at more dynamic visuals, maybe with some particles, responsive environments etc. just to make the jumps have a bit more oomph. It’d also be interesting to iterate over the jump and the general physics of the game.
I had a look at the form but I don’t think it’d be able to give a meaningful response - I’m not the target audience for this kind of game, I just appreciate the effort and taken to make it.
Thank you for the feedback! And congratulations on the win!
I like this jump king variant. Game is tough, I was not able to beat it. I like that death did allow you to move on those areas. Sometimes I feel that jumping a small distance is difficult, might decrease the charge amount to allow finer tuning of jumps.
Thank you for playing! What would have made you more motivated to try and fully beat the game/what would have helped you?
You’re welcome. I’m probably not the target audience, so the perspective might not be what you would want. I’ve never played Jump King or Getting Over It, etc because I would get too frustrated. Maybe have a way for the player to drop a tomato to make a zone easier rather than them having to die from falling on it. You could keep track of the number of player dropped zones instead of limiting them, so then any frustrated player could simply drop zones at each spot but the scoreboard would tell them.
This is the first time I've played a genre like this (getting over it type game). I thought the idea of being able to use the fail as an advantage was awesome and in turn make the game easier to play. I would have liked to be able to fail deliberately though, Like a self explode button, you sacrifice your progress but you make the pathway easier without needing to fall onto that specific platform.
Thank you for playing! I have gotten that suggestion often, but am at doubt, since that would kind of just make the game tedious more than hard
Yeah I get where you are coming from. I'm no expert in this genre, I tend to avoid them haha. So I would totally avoid my advice but if its a common suggestion then maybe it is needed. You really should listen to the player base because when it comes to releasing your first commercial game/ any commercial game, they will be the paying for it. Feedback is king!
I agree! There is currently a survey going on in the games page, and one of the questions Is exactly about this! If you could leave some feedback there that would be great!
The responses to the survey itself right now point at a suicide option, but only on specific parts of the level, but I would love to have any other feedback!
I agree, feedback is king!
Absolutely, I'll take a look!
Cool JumpKnight-like game!
Very nice game, the music is a bit repetitive and kinda drove me crazy but I guess it is how it is when you make a game like this one. It was great and I'm very proud I managed to win the game. I suggest that you add an input to smash the tomato on purpose because there are plateforms on wich you can't die that are very frustrating. It was really fun to see all the details in the drawings
Glad you enjoyed the game! I do have a question, if this was a larger game, would you ever consider buying a game like this? If so, what changes would you make to the game if it was longer?
I think it would need to be more polished for me to consider buying it, with perhaps some mechanics to make the gameplay more diverse (moving platforms maybe, things like that) and elements to make it more enjoyable (the ability to smash yourself on purpose, fixing some collision bugs...). The smallest jump possible could be smaller to make it more manageable. And I don't think I would consider buying it if it had only a single level.
Hope this helps!
Thank you!
pude entrar a la jam como dijiste que haga gracias
Buenisimo!!!! En un rato lo reviso y te comento, que bueno que pudiste entrar!
me encanto tu juego amigo
Very nice idea, graphically nice and well done in the programming part.
The thing that I perhaps liked least was the level design, in some points I got stuck without the possibility of dying to make it easier to get back up.
The dying mechanic to make that area "walkable" is truly brilliant!
In the game I made I brought a similar idea, but being a platformer I had to think of something different.
Consistent with the theme and the special object, I am pleasantly surprised.
Thank you for playing!
If you have any specific comments on the level design let me know! It's true that the falling is more of a failsafe and you need to do the first jump without help, I am not very experienced with level design so it was hard to balance the game correctly!
I mean the positioning of the platforms in relation to the squashing mechanics. There are points where it is difficult to get to and once you get there, the last thing on your mind is to throw yourself down to make the next ascent easier. Due to the layout of the platforms, there are points where you get stuck easily and it becomes frustrating, so it would be convenient to be able to commit suicide to make those points more accessible or change the layout to make the learning curve less steep right from the start.
However, I'm no expert in level design either, so take everything with a grain of salt. Probably, as was the case with my game, it would have been useful to have a little more time to test the game and balance some aspects of positioning.
If I'm not mistaken, you also published first, not bad for the time you gave yourself.
I published an earlier build with the game playable, but it wasn't the whole thing yet back then! The final build was delivered just a few hours before the deadline!
Thank you for the feedback!
bro you commented everywhere but no one commented yet so I'll be the first one I guess.
Okay about the game.
Dude you're game is absolutely amazing man. I also see that you guys manage to work 5 people which will require lots of management.
The art is very very cute :3 sfx also very cute fitting with the art.(soooo satisfying) The animation are great (love the splash anim).
After finishing this game I felt absolutely insane like I have beaten elden ring final boss or smth. I'm not sure is the game too hard but it sure felt amazing to beat it. The way fitting the theme of failure and tomato with the jump king is brilliant, although I thinks it may be quite annoying at time since you literally kinda need to die in order to progress. Other than that the camera is pretty good. The movement are also pretty good I like it. The thing I probably like the most is how it have music setting which some game doesn't( I'm not a fan of the song).
OVERALL SOLID GAME!!
Thank you for playing, and I am glad you enjoyed it! We put a lot of love into the game so it's nice to see some feedback!
Also, if you want, you could comment how long it took you to beat it, would love to see people's time!
And if you found any specific parts annoying or have any tips about level design I would love to hear it, it's the area I am less experienced in
We weren't actually 5 people! Juris games is the name we go by, but we are only 3! I am the programmer, my partner the artist, and my brother the musician! I made the sounds with my mouth hahaha
I do have a question, if this was a larger game, would you ever consider buying a game like this? If so, what changes would you make to the game if it was longer?
I didn't even buy jump king so me personally wouldn't buy this game. But let say I am a person who bought jump king, I wouldn't consider buying you're game since jump king already exist and this one is not so differ.
I'd say to make the game longer with this chore mechanic of tomato you'll need to do something with dying. Since it can be very frustrating to get to high place and die instead of just climbing back up.