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Carrot Man (SNES|SFC GameJam 2025)'s itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Theme | #5 | 4.000 | 4.000 |
| Hardware | #5 | 3.500 | 3.500 |
| Graphics | #5 | 3.500 | 3.500 |
| Overall | #6 | 3.400 | 3.400 |
| Sound | #8 | 2.750 | 2.750 |
| Gameplay | #9 | 3.250 | 3.250 |
Ranked from 4 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Judge feedback
Judge feedback is anonymous and shown in a random order.
- Not too many bugs. Beautiful graphics. The basics of a good platformer are there. A nice final effect, that can maybe be used for a gameplay phase (?).
- A nice functional idea that could benefit from having some of the platform jumping mechanics tweaked.
- An interesting concept — a platformer that obviously brings Mario to mind, and apparently you can get quite far in the game, but I just couldn’t manage it; maybe I didn’t fully understand everything. Honestly, it’s really nice — with the title screen, the setup, the theme — nothing to complain about. A really fun project, and I hope I’ll be able to get further and reevaluate it properly.
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Comments
There were so many nice pieces to this! The physics felt pretty good playing on a keyboard, but I think would feel even better with a SNES pad. The wall jumps feel a bit retro-difficult (a la Super Metroid), which isn't necessarily a bad thing when developing for an older system :) I could tell you had big plans for it given all the systems you developed (other folks had mentioned slopes and certainly the cool mode 7 outro). Any plans on developing this further?
Great game and charakter design. I like it very much!
An interesting concept — a platformer that obviously brings Mario to mind, and apparently you can get quite far in the game, but I just couldn’t manage it; maybe I didn’t fully understand everything. Honestly, it’s really nice — with the title screen, the setup, the theme — nothing to complain about. A really fun project, and I hope I’ll be able to get further and reevaluate it properly.
Controls
Thanks for playing!
The game is unfortunately very short as delivered. There are two grasslands rooms, and the entrance to the underground tower. I sunk a lot of time trying to make my mode infinite runner bonus level, and that didn't pan out in the end.
I opted to focus on bug fixing with the time I haf, which meant cutting back on broken content. I do plan to fix all the busted stuff post-Jam, but I just ran out of time!
Hi Jwrayth,
I would like to send something to you. Do you have a discord or X account or an Email I could use?
I'm a bit of an internet hermit, but you can reach me via;
redactedReplacing the '1's with 'i' :)
You did a great job on this one! There's a lot of neat touches like the sloped ground, idle animation, translucent elements on the map and I'm sure you put a lot of effort into the final mode 7 sequence. I'll second the suggestion that wall-grabbing without explicitly triggering a button would be more intuitive. Also, maybe signal to the player whether he can wall-grab or not (for a brief time, I assumed my shoulder button was broken because the wall grab wouldn't work repeatedly). Thank you!
Thanks for taking the time to play, and all the kind feedback!
I've taken a little break for this first week as I crunched quite hard at the end, but my first order of business is to re-write my input processing so I can more easily change the input mappings, and hopefully make it so the user can pick between simple preset mappings. That should make it easier to test different configs, and I'd also like to add some accessibility features to the inputs too!
I'm going to look at the wall-slide state too, and use that to allow for instant jumps. And also have that as the indicator for surfaces that can be grabbed (i.e. if you don't enter the wall-slide state/animation, then the grab is not possible). Though my physics don't currently mark up if vertical surfaces can be grabbed or not, so they are all grabbable. Another feature for the list, along with correctly marking inclination on surfaces so I can adjust speed on uphill/downhill traversal!
Think I got stuck here—I couldn’t get past the first screen or two because I wasn’t able to jump high enough or maybe wall jump to progress. Not sure if I missed something.
Edit: Ah, I should have read the control instructions on the itch page. I’d recommend remapping the controls to something more standard for SNES—maybe run on Y, jump on B, and just push toward the wall to do a wall grab. The current mapping doesn’t feel quite right on an SNES controller. Just my two cents. Otherwise, pretty cool. And nice little Mode 7 bit at the end. :)
Thanks for taking the time to play, and to give feedback!
A theme is emerging that the controls aren't quite what people expected. I fully admit that the only tester was myself, which hardly makes for a diverse set of perspectives! I originally had a wider move set, but with the features I cut I agree that putting run on both Y and A, and then B for jump would make for a more comfortable experience.
I based the wall grab off of the controls in Celeste, as I personally found that very intuitive. I do lack the intermediary wall-slide they have though allowing for a quicker wall jump, which is perhaps the key to making everything more fluid!
I'll be sure to fold this in to post-jam revisions I'd like to make :)