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A jam submission

JackanapesView game page

Entry for the PitiIt GameJam
Submitted by Alexleonardkrea — 7 days, 5 hours before the deadline

Play game

Jackanapes's itch.io page

Results

CriteriaRankScore*Raw Score
Fun#23.4293.429
Positivity#33.7143.714
Special Rules#43.5713.571
Overall#43.7143.714
Art & Music#53.4293.429
Theme#54.2864.286

Ranked from 7 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Special Rules
Keen To Learn

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Comments

Submitted

You've nicely captured the atmosphere! The light effects and the mechanic of hiding in the shadows is very interesting, I think it greatly contributed to the creation of this game's charm.
I've encoutered some clipping textures in the townsquare and also traversable buildings.
Sadly, I was unable to complete the game as I got stuck at the moment of stealing a coin from the two dudes facing each other.
Nontheless, I think you did a great job at the jam and I wish you the best of luck in your future games! :)

Developer

Thanks! Yeah I ran out of time( and don't get much free time in general).


All the colliders on the buildings were supposed be temporary. I was going to redo them so that you could use all the stairs and make them all much more precise. I also wanted to have a graphic in place for the sight lines that you could see where you would be seen.


I really liked your artwork! Piti said you two may be planning expanding on the game?

Submitted(+1)

Can easily see how some players would attempt to speedrun it hah, nice game! The collisions and when the camera clipped inside the walls were distracting at times.

Submitted

Great game! I do have to say the controls and movement feel very floaty and the collisions are inconsistent.

Developer

I wouldn't say "great" but I am happy at what I ended up with for the time I was able to put into it.

100% agree. Colliders are a bit more annoying in godot than they are in unity. 


I finally figured them out right about when I was out of time to work on the game. It bugs me pretty bad but I didn't have time to fix them. I may make a stealth game in the future though as I had fun with this one.

HostSubmitted(+1)

Alex, you made a lovely butt-touching simulator :D :D. 

On the more serious side - very nice idea. I think it could make a great little game. Maybe an idea for a new mini-game for your main project? :D I would love to the enemies to move and the colliders to be slightly more accurate. Also it would be nice to see that the Ruthless is just about to see you so you have a short moment to react. I haven't managed to complete the game as I have always been caught. How many coins would I need to get? I got to 10 and 'died' getting my 11th :D. 

By the way, I really appreciate the piti coins in game :D. 

Developer

x) lol, I was thinking this doesn't look great from a lot of angles but I just had so little time available to work on it.


I could see a stealth game happening in the future for one of the many games in my main project but like you I would want the enemies to have routes/ patterns that they went through on the map. I actually had planned on doing so before I lost my work midway through the jam.


I like the "what was that" idea. It took me quite a lot of tries to get a perfect run to be able to beat the game and if I had had a timer I could have said to a large amount of time to make the test runs that would have made things a lot easier.

The colliders on the map drove me insane! The godot workflow for adding colliders is quite a bit different from Unity's and quite annoying if I'm being honest. It's one of the very few things I did not enjoy about working with Godot

If you made it to 10 you were only two away from having completed it. After you get 12 coins and return to the captain he says that it's enough(he does a little dance, you get a "you win" text screen, and a try again button)


Yeah, I was going to do a lot more with the coins but again time was against me.


Thanks Piti!

Submitted

Fun game my dude! 

I saw that you made the game to test out Godot. That game I made was also my first built in Godot!

So, what did you think about Godot?

Developer(+1)

lol, I wouldn't go that far. I wish I had had more time to polish this one for the jam but I don't get much free time and in the middle of the jam I lost more than half my work x).

 I am really enjoying Godot! I'm actually evaluating it further to see if I want to port over my main project (which is a multiplayer party game) to it. 

I really didn't expect it to be as together as it seems to be. Though it does have some of the vibe unity had 8 years ago in some areas. In other areas it is doing staggeringly well at feature functionality. 

What were your thoughts on it ? and what engine were you coming from?

Submitted(+1)

I've used a lot of stuff in the past, but I was working with Unity. I had already tested Godot 3 and thought it was pretty decent, Godot 4 was a huge leap and they got so much support and funds this year, then whe whole Unity fiasco happened...so I decided to move on for good.

I'm really enjoying working with Godot and, although moving to another technology is never easy, it was a good transition as far as such transitions go. Their docs are good for the most part, the community is active and supportive, and the tutorials are growing exponentially. They got even more attention and funds after the scandal, they userbase exploded, their roadmap is looking good and their release cycle is tight...so it's looking like they're well on their way to become an industry standard, just like Blender (which is also FOSS) did.

I'm happy about it, because working with a FOSS engine means that you own 100% of your game, no strings attached, which was something that I always wanted but didn't seem possible a few years ago.

I hope your transitions goes smoothly, I wish you success and be sure to follow Blood Countess, more updates are coming really fast!