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Simon jumps's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Modifier | #2 | 4.133 | 4.133 |
Overall | #16 | 3.344 | 3.344 |
Overall Bad | #18 | 3.800 | 3.800 |
Gameplay | #20 | 3.267 | 3.267 |
Overall Good | #26 | 3.000 | 3.000 |
Sound | #34 | 2.733 | 2.733 |
Graphics | #35 | 3.133 | 3.133 |
Ranked from 15 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
fun concept! I included it in my compilation video series of the ‘So Bad It’s Good’ Jam, if you’d like to take a look. :)
This kind of mechanics is exactly what I thought of when I proposed the impossible modifier to the group. I finally ended doing something very different, more narrative, but your idea fits perfectly the jam. Kudos.
My technique of randomly mashing the buttons got me to the second platform up! A very novel idea which I imagine is really satisfying if you put in the time to actually get good at it.
Always a fan of weird controls, but this one is just a bit too hard. Could never get into a flow with it.
With that said, nice job!
The main mechanic is pretty cool. Sadly, I'm too bad to play it right. Nonetheless, it's a cool game.
When I heard "platformer with hard controls" I instantly though "Oh no, not again". However when I played it, I was pleasantly surprised. The control method is actually quite clever, and I can't remember playing anything similar in recent memory.
With that said, I feel like this game would suit starting with a more conventional traverse, rather than instantly going into a climb. The main issue is that jumping with these controls is very hard when you first start, so easing the player in might help at first.
With that said, this is a very interesting game. Well done!
Thanks! I totally agree that the begging is too hard. I like your idea about not doing it vertical from the beginning. Now that you said it, I remember that the game "Getting over it" for example also start with a couple of challenges where you need to just go over a couple of obstacles, which indeed ease you a little bit. I guess we where too into the mindset of doing a single vertical climb.
I've decided to try using a standard format for all my feedback this time around. Please excuse me if I come across as overly curt or miss something important about your game. I'm writing these all quite hastily as there are a lot of games in the jam this year!
What I liked
The graphics and music are actually pretty nice. As a game with straightforward and seemingly earnest presentation but a horrific twist it works.
What I didn't like
The physics/control method. It was a super neat idea but I found it totally unplayable in practice.
Did I think it was so bad it was good?
Just bad.
I think the gameplay is very close to that line between being convoluted but playable and unplayably awkward. For some people it's going to fall one way or the other, but I just couldn't get to grips with it. If it fell on the other side of the line it would be so bad it's good in a really interesting way, but since it doesn't, it's just a nightmare to play.
My thoughts on the modifier implementation
Impossible due to impossible controls. A little more creative than straight difficulty but I saw some more interesting interpretations in other games.
Other remarks
I'm thinking about Die Hard With A Vengeance for some reason.
Verdict
A great idea that unfortunately didn't work out IMO.
If you have any questions, comments, queries or concerns, please reply and I'll do my best to get back to you.
I understand what you say. After finishing the game we saw many people play and it takes some time to get used to it. It's definitely not for everyone and I'm not sure if the game could be changed to be more approachable. It's playable, because the friends who put some time into it could beat the game and watching them play was really fun. But yeah, most people struggle with the game maybe too much. Maybe with some easier level design at the beginning it could be improved. Or with some optional animations of how to play.
I mean some of this is probably on me. I have really shoddy coordination. In the end I can only evaluate a game as I've experienced it though I always try to keep the developer's intentions in mind.
We also saw that some games uploaded a trailer, didn't know you could do that. So we uploaded a speedrun of us playing. Maybe it will encourage people to play the game knowing it's actually playable!
Check the video we just uploaded showing a speedrun of the level:
The controls are definitely hard to master, we don't expect players to beat the level in the first minutes of gameplay.Genius. Pure genius.
This is brilliant. Only played a handful of games from the jam so far but I hope this is the winner.
My one criticism is that sides should be wrapping. Like left to right and so on.
And maybe have a slightly more responsive mechanism for control. When you press a key, you're kind of locked in. But I get if that was a conscious design choice on your part.
Either way, great job and this inspired me to make something like this.
When on fullscreen you can actually see the walls, not sure why but when not in fullscreen the screen is not adjusted correctly, will look into that for my next gamejam!
About the control, for the jam we made them complicated, but we will try to play with them to see if we can make something that is slightly more friendly, we had too many of our friends that rage quitted too fast, lol.
Great game though. Really inspiring.
Really hard to play!!
Simon says: Get over it
This is great! It really is impossible for people like me who don't have patience!
This is great! It really is impossible for people like me who don't have patience!
This submission is in my top 3 games of this jam, I enjoyed the main game mechanic (once I understood it).
Reminds me of "Golfing over it" kind of games but with a twist. Nicely done!
Thanks! We actually had those games in mind, Getting Over It / Jump King / etc... when building the game. Make a game with bad/hard mechanics but that can be fun (if you like the challenge).