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Macey and Strudel's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Artwork | #1668 | 3.700 | 3.700 |
| Audio | #1812 | 3.267 | 3.267 |
| Enjoyment | #2987 | 3.133 | 3.133 |
| Creativity | #3212 | 3.433 | 3.433 |
| Narrative | #3596 | 2.400 | 2.400 |
Ranked from 30 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game fit the theme?
It is one level that loops infinitely.
(Optional) Please credit all assets you've used
The font used is Proggy Clean by Tristan Grimmer, under the MIT license. All other assets are original.
(Optional) What would you like to be called if GMTK features your game?
Team Captain Mace
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Comments
i also like the art (and the somewhat low quality sfx whenever you get hurt remind me of some retro games) overall, i like the game - nice job!
and what else? also what did you hate? and why did you hate whatever you did hate? and how do you think we could do to remove the thing you did hate? and what did you think we missed? and how do you think we should have done that? and what do you think is done wrongly? and how do we fix that wrongly done deed?
sorry, if i'm overasking. Well. Thanks for playing our game and welcome that you liked it. we are planning for post jam updates as well.i like the art
and what else? also what did you hate? and why did you hate whatever you did hate? and how do you think we could do to remove the thing you did hate? and what did you think we missed? and how do you think we should have done that? and what do you think is done wrongly? and how do we fix that wrongly done deed?
i just liked the art
i think you're being too pushy
ahm. ahm. i'm not. like i was asking for something more if they had any opinion.
Beautiful game and nice music too. The little slime is so cute and I really felt bad when he got hurt because of the noise he made and his eyes! Great job!
The pathfinding for the enemy is pretty sick but he's a bit too fast, a bit too difficult. It didn't feel like I had any time to craft anything with the enemy always so close by, and it was difficult to platform because the wall slide was initiating on the way up the walls. The art was nice though.
you can make thegame easier by adding a health bar and making it so you dont die instanlty when you touch the enemy and u rather lose health the game also has potential to be a game like celeste maybe add multiple chapters and different bosses and this enemy will be one of those bosseses
i think the lives system and your proposed health bar are mechanically the same. the difference is that with your proposed system, the game doesn't soft-reset when you get caught and instead the player can continue as normal. considering the idea, it would make the game more immersive, and also probably less punishing since you're not forced back to the start. I think this is a good idea. thanks for the suggestion!
(Also, Did You Know? the lives system was added last minute. in response to me observing the difficulty of the game during playtesting. it was very close to being significantly harder :p. thank god we added that.)
(unfortunately we didn't have time to do a second playtest, so i think the game is a bit too hard after i increased the speed of the mace after decreasing the number of rounds you have to play until you win. sorry about that.)
Why did you increase the speed of the mace then though I told not to. Huh
i realized it was too slow because i just mindlessly went to round 8 without placing down anything and realized i was barely paying attention. and i don't know your skill level or any results in regards to difficulty from any playtesting you might have done. which is why i figured to trust my intuition more. i think the only problem is that i increased it too much. probably would need to lower the max speed by 0.05 u/s per round. i know that doesn't seem like a lot but im certain it's pretty noticeable. the current is 0.31 u/s/round iirc.
Also i have no idea what the average skill level of the game jam rater is so i just thought my assumption that they were at the skill level where they can beat it after about 3 game-overs was fair. that they would, in that time, memorize the layout of the map enough (i don't think it's particularly large) in order to avoid the spikes or cover them up with the bridge, and figure out a route they can make that makes it easier to play through. maybe im wrong and 3 game overs is too much. actually it might be now that i think about it because its probably an overestimate of people's patience and too optimistic that they'd actually enjoy the game. ugh i don't know is it? i don't want to make the game easy but i also don't know how difficult something really is until i observe someone else playing it.
also we don't actually know how long it took for the players to beat the game, or if they even did in the first place; they just say it's difficult or point out some jankiness in the controls. which is fair but that would also be useful data.
but i had told that it's hard for newbies. actually if i had let my sister playtest it before. it would have been better. nvm..
imo. ig nobody would have beaten the game. except 1 or 2. that's very improbable still.
the game is kinda good but t is difficult and kinda frustrating I like the artsyle and the sounds tho they are pretty good but the game is very difficult
I like the game, I feel like it was too difficult and if you hit 1 spike U ded, There are also a lot of wall jump spots that throw you into spikes which is a little annoying. I like how the enemy follows though. Also i feel like the music did not fit the vibe of a huge rock trying to kill you while you run away from it in a mountain.
6.5/10
The wall jumps works really good. The green blob is great to put some pressure on the player. I had fun while playing it.
Yeah. but some people had problem with the wall jump. like they were standing next to the wall and jumping while going towards the wall and expecting to jump fine smh. but yeah they wanted to have momentum. an easy fix tho. glad that you liked and didn't had to do that. btw. any more feedback. also what's the highest round you've reached.
I really enjoyed the game very much! I really liked its concept and how you’ve incorporated the theme. The only thing I would change are the delays and the jump, as every time I touch a spike that green ball is always there. I would also add a mini-map to see where I’m going and not end up in any dead-ends but all in all, Well Done!
I would call that a skill issue. \j
So okay in a serious note. Yes it is hard for some people that have no experience in game like this. And i know that because my sister too struggled in round 1 being unable to go half of round 1. but yeah. my other dev chromosoze wanted this to be hard for some reason. well. i understand your pain. and thanks for the idea of the mini-map. would add that in the post jam. btw there can be several soft-locks in the game because you can break and make things. i hope that you know that because the point of the game is that. you try to repeat and reform the path to make your way efficient. I don't know about the annoying delay time. But yeah we would fix all of that. Thanks a lot.
You’re welcome
I wish I knew why the green ball is chasing me, I just wanted to be friends.
Well. ig it was a given. he was hungy. well we had no time to use the open mouth macey in-game. he's in the banner tho.
Any other feedback??
my headcanon is that macey and strudel were buddies or at the least acquantainces, and they went into some cave/mountain and some supernatural force or maybe some spell/curse/prophecy that caused macey to turn mad and evil. and make them enter some sort of time loop. strudel has to collect the artifact at the end of each loop to escape the spell.
or i guess it's simply that strudel is trying to get the artifact and macey is the guardian of it. that's possibly what ordonine was going for when he drew the background and the artifact.
fun game and easy to understand for me.
If possible, can you please rate my game and leave a comment too.
Did you win? Well give some elaborated review. Like i love that you liked it but. well i'll check your game too.
Not yet but will try later. haha
this is hard... maybe im playing it wrong
really. can i see you play?
Pretty fun game conceptually speaking, I can see it expand into a polished one, here's my annoyance:
- Enemy move really fast, this can work for when player know what they are doing, but early on it's frustrating
- Enemy's chase path is unpredictable, obviously it will try to move toward you, but the way they choose it or the way they steer isn't obvious, so sometime I just hug the wall and pray they don't steer directly toward me. Especially with how sometime the path break into multiple curve, sometime it's a circle, and it's not too obvious which is when
- Enemy's hurtbox is exactly to the sprite. This make sense to do, but for a singleplayer game, thing should be more permissible for the player's enjoyment.
- Jump isn't high enough and you switch to climbing instead.
Yea that's all
* chromo, if you are reading this, i said THE GAME IS PRETTY HARD FOR NEWBIES. well he didn't cared. he was like it's too easy chilling at round 25. lol.
* well. it was made to be that way. actually it was initially a wall and then a mace but it changed to this and hence the name. But yeah, that's the idea. It was designed to be unpredictable and predictable for some time due to their hand-made paths. but yeah. maybe a curve pattern drawn on the top or somewhere might fix your issue. i don't have any idea how to solve it. it's the idea. i don't think it needs any adjustments other than knowing where they are when they are far from you. ig you need then some kind of preview.
* hmmm. that, i dunno bout that. but maybe. like. ok. i dunno bout that one. it would feel buggy if it doesn't eat you when it is at you.
* jump is high enough. it's variable jumping. also you do wall jumping as well. so if you are going towards a wall and jump while touching a wall. you would be wall jumping. and that might cause a short jump.
Btw thanks for the review. Loved it.
about the difficulty: i didn't mean to make it too hard. i only meant to make it moderately difficult. like to where the average player would probably win on attempt 3-5.
i tweaked the speed of the mace for round 10 to the smallest speed where i was actually concerned that i was not going to make it without any level modifications. then i figured it would be easier because a couple of well-placed bombs, springs, and boosters should be enough for the average player to outrun macey at that speed. like not even anything that crazy, just blowing up like 4 walls and placing a couple springs and one or two boosters.
but then again i feel like every game i design is always unintentionally harder than it should be. anyway, thank you for sticking with it and commenting (and presumably rating)!
Cool game. The name reminds me of the German dessert *chuckles* I'm more of a FPS gamer, but I got hooked up instantly. Sticking to the walls is a nice touch. I hope you consider making the controls customizable.
Thanks for the review. Would really do.
I think the premise is fun and the enemy's pathfinding is cool, and the art and audio are pretty functional for the game.
Pushing up against a wall makes your jump shorter, which means to get up most walls you need to awkwardly let go of left/right. The character's hitbox seems to be a square even though the sprite is round, so barely not making it up a wall doesn't feel great.
The crafting system has potential to be an interesting resource management game but the items are expensive and craft-to-reach areas don't reward you with more resources than it takes to get them. It's hard to get full value from the crafting when you need to save them until it's impossible to keep going, it's really easy to put them in a useless spot, and the UI doesn't show what they do or how much they cost.
Pushing up against the wall makes you jump shorter. WDYM huh. lemme try it rq. Well it works fine. It's variable jump height. Press space/z longer and you'll jump longer. I dunno. how did you miss barely. but yeah. point noted. would try to have a better collision, though we don't know where did you miss. a screenshot or a video dmed to me ig? Well, if you use them the right way, they do help you. You just haven't figured out the way. Send out your gameplay. Well, i feel what you mean about the useless spot or wrong item. I've felt that and that's something that is indeed bad. but yeah, we couldn't fix it in time. Well. we thought someone could try and error. like, we couldn't make a tutorial on time. but yeah thanks for the feedback.
If you push a direction against a wall as you're jumping you can't jump over anything higher than a 2 block wall, but if you're not holding left or right as you're jumping you can get over a 4 block wall. This is true even if you hold down jump the whole time.
There is also a walljump, but it doesn't let you climb up a single wall, so it's not very useful for the level design and is more likely to throw you somewhere you didn't mean to go. The walljump would be more useful if there were vertical pipes that you need to walljump to climb.
i'm aware of the "wall-friction" issue - i couldn't figure out why it was happening. i have a feeling it has something to do with godot's physics even though i'm using a CharacterBody2D so i don't think it should have friction against walls? regardless i apologize for the issue.
EDIT: oh, it's because it ends the jump when you enter wall-slide. so of course you wouldn't be able to jump as high. im stupid .-.
as for the ability to walljump on a single wall, I kind of just assumed it would be bad for the game's design and tweaked the wall jump physics against it. perhaps we should reconsider in a post-jam update. (but i do feel like it would make springs less useful. (or, i guess they would still be useful when entered from a booster, (or when there isn't a wall to climb. (and the spring is faster than a wall-climb.. (should i even worry about this?)
anyway, i'm very thankful that you decided to play the game and even comment on it!
lemme try that rq. hmm. so it really is so. well. hmm. so it like sticks whenever there is a horizontal motion towards it. well. maybe, what you want is like it happens when you are far away from it. and ok, i get that. and that's a tweak that can done easily. our playtester had no problem with that. Also the wall jump was made to stick to walls and jump onto the opposite direction. well, ig you wanted to have some distance to make that happen. well, will think bout that.
oh also about the slime: i do agree that a lot of "slime cache" areas do not reward the player with enough slime to make access to it worth it. (we kind of forgot to add more slime there. and by i guess by "we", i mean "i", because i'm the one who added more slime pickups to certain cache areas). but from my experience playing it, i think it's adequate enough to be able to build enough structures. i feel like i'm able to do a lot of level modifications after getting the hang of dodging macey on round <5 speed. or maybe i played the game way too much during development and i think the game is easier than it actually is.
also, i feel like restricting the player's slime count would probably help with replayability because . uh... the player would have to compromise a little bit. then maybe they want to try again so they can do better on the next playthrough. ..maybe that's fun? actually it sounded better in my head
forgot to rate this game earlier.
really fun game, awesome music and cool concept played it for a long time, thought i mastered it but round 11 thought otherwise
you can't master it. because mastery requires the game to work infinitely. there is some bug that it insta-dies at round 25. gotta check that. some other dev found that out. cz he's flexing and like too pro. my best was round 14.
def chromosoze XD
how do you know him
discord
are you some of his friend. oh, welcome
i just think the game is fun ok!
Ok, try roast this game.
This is a great game, I had a lot of fun. The atmosphere is cool and the crafting system is really nice. It's quite challenging to collect all the blobs, I had to retry quite a few times! It reminded me of a game I love, Jazz Jackrabbit 2.
The point was never to collect all blobs. It's kind of a speedrun game or something. But yeah collecting all slimes can be an good achievement ngl. Well, thanks for playing, did you win. and what's your highscores. Personally, i was not able to go beyond round 14 but some other teammate went to 25 where somehow afterwards it bugged.
I only did 12 beacause im so greedy ! But tomorow ill try to make the perfect track
Thanks! Loved that it made you come back.
I really liked the art for this game, especially the drawn in path lines for the slime - you can see there was a lot of time put into polishing.
Thanks, well. The guy who worked on that. Really just worked on that. I hope that he loves your comment. Also, there was not much time polishing. There was but a bug that was like resolved at the last moment. Though we love that you liked that. (Btw, there was not lot of time in the jam.) I was especially confused about the idea but yeah it worked out well i guess.
Thank you! I'm the artist. The slime textures were pretty hard to figure out. (And frankly I'm not sure I ever quite got it down.)