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Run, Walk, Jump's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Sights and Sounds | #3 | 3.600 | 3.600 |
Gameplay | #6 | 2.400 | 2.400 |
Theme | #6 | 2.400 | 2.400 |
Overall | #6 | 2.800 | 2.800 |
Ranked from 5 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
I like the jump, though, you could circumvent the game by traversing at the top. :D
Love the feels of the sound and l like the design! Although I got stuck on the bricks a lot times.
Super Mario x Contra! Surprised it also has sounds too!
Physics and collisions needs some updating as I keep getting stuck inside bricks, along with going through them with jumping. Also glitched out of the last level when I accidentally fell off the bounds. I even thought it might be a secret level. Lol.
Level design is very old school and brings out a lot of nostalgia. One of the few submissions that has sound (makes me so jealous!). Collision detection could use some work but good for first try submission.
Level design is reminiscent of the platforms in Contra.
The jump mechanic could use some tweaking. I feel like the jump and fall speeds are both a bit too fast.
Collision needs more work, btw; I often get "stuck" inside blocks. Also, I can get to the next map by glitching through the ceiling and walking on the "roof". On the last map, I think I glitched into an out-of-bounds area, which caused all levels to blink. Fun stuff.
Hope to see you in future game jams ^_^
Happy that there's at least one entry that actually used sound effects and camera manipulation! It has that nice "Pitfall" video game look. The collision can use some tweaking - I checked the code and actually have a few suggestions right away for addressing the quirks:
* Use btnp instead of btn on jumping so you don't end up with a wildly jumping character
* Tiles are actually 8x8! Making that adjustment greatly improves the collision
* Since you are jumping, you actually need to check the collision of the tile above you. The difficulty of the jumping can also be eased by slightly reducing the jump height (i.e. a less negative vy) and reducing the gravity (be careful in checking the tiles while falling though - sometimes you might not only need to look the tile directly below you because you might be falling at a faster speed, you need to do the checking at each step all the way to the target tile below you because the floor might be somewhere between them, you'll need to refer to the "Advanced Movement" section of our lessons, around Week 6!)
Great job and congratulations, you pass the TIC-80 course!