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A jam submission

OMG! JUMP! A mouse! 8View game page

You're a jumpy mouse looking for keys and doors
Submitted by GameDevsQuest (@gamedevsquest) — 3 hours, 48 minutes before the deadline
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OMG! JUMP! A mouse! 8's itch.io page

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Comments

Submitted

I like this game because it forces you to really bring your "A" game to the table lol. I haven't had to focus this intensely on a game since Ninja Gaiden 2. I think if you add more springs and platforms you'd definitely get that high octane/ high velocity thing going. I loved the challenge though. Great game to sharpen the platformer skills.

Submitted(+1)

Nice! The first thing I noticed is the acelleration and weight of the character felt good. As I played it more it seemed like there needed to be more control in the air, so that you could change direction more quickly to correct actions.

Could do with more forgiveness! letting the player jump slightly too late or to slightly miss platforms too.

I'm not good at platformers though :)

Developer

Hey, thanks for playing the game! I agree that it could be more forgiving and the movement could be improved while you are in the air. Was on my TODO list but I ran out of time. Thanks again!

(+1)

Really nice game ! Quite challenging and entertaining. One major thing: the enemies kept killing me while i jumped on them which is quite frustrating.

Developer

Thanks for playing! I couldn't quite figure out how to fix that bug. I was using hitboxes and hurtboxes and I think maybe the frame after your hitbox collides with the enemy hurtbox there is another collision on the player hurtbox, but I couldn't figure out how to fix that. I'll keep working on it. Thanks again for playing!

Submitted(+1)

This game was challenging!  The amount of blind jumps was definitely frustrating, especially without points of reference while in the air.  I think this could be alleviated if there was a background or something that indicated how far the mouse has moved horizontally.  That being said, it was definitely polished and looks great!

Developer

Having a background is a good idea to fix the blind jumps. I tried to make the blocks in logical spots to help with that, but I think the spring jump added too much force so blind jumps are common. The background would definitely alleviate this. Thanks for playing!

Submitted (1 edit) (+1)

Was incredibly frustrating to not be able to see the ledges I needed to get to below me. Overall though not terrible! A couple of thoughts:

  • The friction on the horizontal movement is WAAAYYY to loose. I kept sliding off of edges and at that point is when I started to get frustrated. 
  • The bounce pads make you jump too high, and on certain parts, it feels more like luck than skill that I was able to land on a platform while free-falling towards an unknown abyss. This is a common thing to avoid in platformers. the "leap of faith" will always make players feel like the game is working against them. 

Overall though good work! The animations were nice! The sound effects and music worked. Other than the friction moving horizontally the platforming mechanics were good! Could use something in the background (could help give a sense of where you are in the room). Keep working at it! :D


EDIT: Had to give up at this point:

Developer

Thanks for the feedback. This was my first platformer game and I don't generally play them so wasn't sure what was fun vs frustrating, but you make some really good points. I definitely agree with them and may go back to try to fix them. I appreciate the constructive criticism (and for playing and reviewing all of the jam gams, you rockstar!) :D

Submitted

no problem! Reading back sorry If i sounded too harsh. Haha. Didnt mean it to come off that way, but, text and all. :) no it was nice! Especially for your first platformer! The "leap of faith" and friction control are always mis steps people new to platforming make. I have done it tons!! Haha. Also note the this is my opinion. I hate super meat boy for the same reason (to little friction) so do take that into consideration. The key to slippery physics is converting already gained momentum quicker than initial velocity build. 

So say it takes 8 frames to get to full speed, once at full speed if I swap directions it should only take about 4 frames to get to full speed the opposite direction. At least in my experience this makes it feel like you have better control of the character. 

Hope it helps and keep up the good work!! Definitely keep me updated if you expand it as I would love to see the progress!!!

Developer(+1)

Hey no worries! I didn't take offense to anything you said. One of the hardest parts of making this game was trying to make it feel right, but having not played many platformer games I was sure what "right" meant. Funny enough, the one platformer I've played a fair amount is Super Meat Boy :P so maybe that influence came in a little too much. I like how fast everything felt in the game and being able to move around while you jump. But I agree that it was too floaty. I struggled a bit trying to fit in the different movement mechanics. I especially hate how it feels when you are on the ladder, but I ran out of time and decided to have fewer ladders in general. Not sure if I'll go back to making this game, I really got what I wanted out of it, which was to learn enough Godot to make a game on my own. Great learning experience for sure! Thanks again for the feedback!

Submitted(+1)

Nice! Well keep up the good work! I look forward to your progress on your quest for game dev knowledge! :)