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Harvest quest's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Graphics | #29 | 4.240 | 4.240 |
Audio | #33 | 3.760 | 3.760 |
Theme | #49 | 3.760 | 3.760 |
Overall | #61 | 3.560 | 3.560 |
Gameplay | #113 | 3.080 | 3.080 |
Ranked from 25 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
Love the idea with the death being a platform. It is a little hard to jump when you don't know where you are going to land, but that might just add to the challenge. :)
I really liked the music and the graphics style.
The blind jumps are really frustrating tho! The simple way to get rid of this problem is to make the player travel shorter distances mid-air, so a shorter double jump and a slower movement speed will do the trick. This means that platforms will be closer together and in screen space. Also, whenever the next platform is far away and not visible, assume that the player will perform a 'Leap of Faith'. A 'Leap of Faith' is what I call when players hold a direction button and do a perfect double jump to get the most air time and distance covered possible in hopes that they'll land on to the next platform which is not yet visible. You can also guide the player mid-air using collectibles. For reference you can see in the game Crash Bandicoot: The Huge Adventure for the GBA the developers used wumpa fruits (the game's main collectible) to guide the player through long blind jumps.
Nice music and art. The blind jumps were pretty frustrating, some indication would be nice. Also deaths being required in specific places means that you functionally have only one "life", and if you die in the wrong spot you just have to restart... maybe it would be cool to have scenarios where you can optionally die for an easier path, or try to keep your lives with a harder one... (or maybe you did do that later, I couldn't make it past the 2nd level)
I really enjoyed the fact that this game had an old style feeling to it. Kinda like the ones youβd get on a old NES game. I could not under stand how to get passed the opening tho, even when I double jumped. Adding music would REALLY make this a winner! I really enjoyed the idea though, so keep it up!
in the first level there is a jump too far to clear even with a double jump, but when you die you leave behind a gravestone that you can use as a platform to land on/jump off of.
(also I did add music in all levels but the third, and Iβm not sure why it didnβt play for you)
Thnx for playing!
Of course! I wish I had put 2 and 2 together and realized the grave stone was a platform to jump from! That is super creative! :)
Great game, the only problem is that the camera is too close to the player. Also it took me a while to understand that I can double jump. Overall, good job! :)
A nice central mechanic, but the controls are a bit too slippery. Good work, regardless!
Great graphics and music. The jumps were quite blind which made it quite hard to know where to land, but I think this has a lot of potential! keep it up!
you have to sacrifice a life to see were you are going
although i should have added checkpoints so you don't have to restart the level every time you die
Damn great, man!
Super cute and fun! I love the mechanic, though the character did control a little too floaty to make it work well. With some tweaking, this would be fantastic! The graphics and music are really good!
Very clever theme usage, wonderful pixel-art, and fun gameplay!
Congrats for the great work!
Great game! I like it when we can see some engine capacity, nice use of gdevelop!
Awesome fun game!
Pros:
Music/Sound - The music in here is really nice. I played for about 4 minutes, and it had enough depth to not get repetitive. Sound effects are good as well.
Art style - visually, it's a nice game to look at. The lit pumpkins for lives are a nice bit of added flair - they sell the art style a lot better than a typical life counter with a number.
Concept - Clear and simple with lots of room for expansion and the possibility for some pretty elaborate puzzles.
Cons:
Character Control - Controls feel like the character has way more mass than he should. Would feel a lot better to play if he accelerated and decelerated faster.
(If using physics-based movement, you can achieve this by increasing the force in the direction of desired motion when the character is moving in the direction opposite of desired motion)
Jump Spacing - It's very difficult to guage where to drop your body (and difficult to land on it when you respawn) since you can't see the entire obstacle. It would be good to zoom the camera out here to show the whole jump when possible.
Cool things you can add:
Respawn Point - Add the ability for the player to choose where to respawn, so they don't have to traverse the entire level to get back to the obstacle again. This may need to be disabled in some areas depending on if there's combat/bosses or difficult challenges where the difficulty lies in traversing them all at once.
Congrats on completing your game and best of luck!
Thnx for the feedback!
Fun little body platformer, but a lot of the jumps are leaps of faith and the controls are just a bit too slippery. I love the art and the music though.
I loved the art, and the controls felt good, but there were some jumps on the second level that felt like leaps of faith, because I couldn't see what I was jumping to. Overall a really great submission!