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A jam submission

Owlet and the Biscuit TowerView game page

Have you got what it takes to risk it for the biscuit?
Submitted by Joshington (@JoshingtonDev) — 16 hours, 30 minutes before the deadline
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Owlet and the Biscuit Tower's itch.io page

Results

CriteriaRankScore*Raw Score
Audio#6243.1213.121
Enjoyment#8153.1523.152
Gameplay#8802.9092.909
Visuals#8813.2733.273
Overall#9162.9852.985
Theme#9672.9702.970
Innovation#11672.4852.485

Ranked from 33 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

How does the game fit the theme?
Owlet and the Biscuit Tower is a frustratingly fair 2D platformer made in Godot 4. With The Biscuit Tower being made entirely of brown and gray biscuits, the player having to guide a character named Owlet to the top of The Biscuit Tower while not jumping on gray spikes. Owlet is able to pass through the spikes, as he does not take any damage from doing that, but jumping on them will result in respawning back at the beginning of the tower. Owlet can only run with the arrow keys and jump with the Z key. You're basically risking your life by climbing up a deadly tower to obtain a biscuit, as in "Risk It for the Biscuit"

What code and assets did you not make from scratch during the jam (if any)?
The Temple Platformer Tileset by RottingPixels: https://rottingpixels.itch.io/temple-platformer
The Free Tiny Hero Sprites Pixel Art by Craftpix.net (Only the Owlet one): https://free-game-assets.itch.io/free-tiny-hero-sprites-pixel-art
The Froggi’s Adventure Music Asset pack by Azakaela (Only the track “Gamer Time”): https://azakaela.itch.io/froggis-adventure
The Free Platformer Pixel Art Assets pack by Wishforge Games (Only the main background): https://wishforge.itch.io/free-platformer-pixel-art-assets

How many people worked on the game?
1

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Comments

Viewing comments 30 to 21 of 30 · Next page · Last page
Submitted

It's Really FUN!! It does take a bit to get used to the controls, but other than that it is a good first game!!

Submitted

Overall a great platformer game with coherent visual, music and level designs. It's a bit frustrating to die so many times. It has huge potential if the level map could be less punishing to new players.

Developer

Yeah, I really made this game for people who actually hav experience for hard-core platformers. I put in a bunch of empty spaces because I originally wanted the game to be THAT hard, but since now I realize that there's a lot of people who don't have as much experience in the platformer genre, I decided to place a bunch of empty spaces so that you knwowhere you're going to land. Also, I changed the hitboxes of the spikes to make it smaller, so that when Owlet falls on a spike, he falls on the tip of the spikes instead of all around it. 

Thanks a million for playing my game and giving me feedback!

Submitted

Is the current web build bugged? I reloaded the page several times and was not able to get the "start game" button to... start the game.

Developer

I don't think it should, because after I press the "Start Game" button, it should load for a couple of seconds, and then boot up the game. I have been using the Servez web server by greggman from GitHub: GitHub - greggman/servez: A simple web server for local web development.

Submitted

I found this to be frustrating but not necessarily fair, between the already noted background issues and hitbox feeling a little too big. Design wise the opening where you fall onto the semi-spiked platforms I think actually teaches the player that spikes are very dangerous, when I think you want them to first learn that they can walk through them? Made getting to the part right after feel like some joke. Of course I read that I could walk through the spikes and then it made sense. As chill as the music was I don’t currently have the patience for this primarily because with my keyboard setup the controls aren’t super comfortable for me, I made it up to the final staircase I think for the record.

Nothing wrong with making a hard game during a jam, but you’re far more likely to have people complaining something is too hard than too easy. I don’t think this is too bad difficulty wise personally, but it is very tight and requires a level of precision most people just don’t have with platformers. It is a solid game though, good work! :)

Developer (1 edit)

Thanks for playing my game, ephemerald. The spikes were actually the main design choice of the game, as I based the level design entirely after it, and I’m pretty sure that’s what led to people thinking this game was impossible. I’m not making it any easier though, as I said before, I’ll accept any feedback whether good or any healthy criticism, but now that I think about it, the first part is what threw people off. If you wanted to play with a controller, I don’t know how to add controller support in Godot 4 yet, but I will eventually, it’s just that I wonder if I should get back to working on Owlet and the Biscuit Tower. Secondly, I appreciate healthy criticism, but I really designed this game to be challenging, so I advise everyone to play only the first part of the game before they move on to the next, and so on. Just those who aren’t familiar with platformers of their type. Also, my goal was to get something done with what I learned so far and that is what I have achieved through this game, and I mostly followed a bunch of tutorials regarding to making a 2D Platformer in Godot 4 throughout the 7-day time period.

Submitted (3 edits)

I am not able to jump, is that a bug? I pressed space bar but no result. Wait, It is the letter 'Z' for jump. It is a good little platformer. I really liked the music, and art assets. It was calming. But the spikes are too punishing. Even if I touch a little edge, I die. I think a checkpoint system would make the game better. So even if I die halfway through, I won't have retry all the way from the bottom. Or better, reduce the width of the spike collision by a little. Overall, good effort! Also, I would suggest changing the font type on the homescreen of the game to something more legible.

Developer

Hey JustGamerMe. I know that you're familiar with pressing Space to jump, but the reason why I chose the Z key to jump is because I was used to playing games on emulators, and having the Z key to jump just always felt natural to me, but I'll add the Spacebar to jump once the jam is over.

Also, the reason why I didn't add a checkpoint system is because this game is designed to be short but challenging, and to sink obsessive hours into, and also falls into the core gameplay loop: Die -> Retry -> Die -> Retry -> repeat ad nauseum. Plus, this game isn't designed to be easy at all. I mean, I'M not the only one who made a tough-as-nails platformer, you're the one that made Mr. Teacup, right?

Anyways, Thanks a lot for enjoying my game though! I'll try to fix some of the suggestions you mentioned. 

(Note: Oh, and for my font choice, I have gone with the BoldPixels font, because it has a pixel-art look, and for two things: 1. I wanted a retro feel for the font, since that's what this game is based on, and 2. I needed a pixel art font fast, anyway.)

Submitted (4 edits)

You dont have to add check points everywhere.  Add them every floor and I am pretty sure  you can still keep the game's difficulty by choosing to place the player somewhere a little far but not too far from where he died. Also, as for my game, I believe it only gets difficult as you reach level 3 and dead difficult once you move to level 5. And yes I should make it somewhat more easier but I don't die as soon as I touch objects like in this one.

Also, I know the reason why you chose pixel art font for homescreen but the problem is that I couldn't understand what the instructions are saying to press for jump. 🙂

Developer

The controls are in the description: Arrow Keys to move, and Z to jump.

Submitted

yes, but not legible!

Developer

What do you mean “not legible”?

Submitted

The letter 'z' doesn't look like z. Took me some Experimenting to figure out jump

Submitted

This isn't that hard of a platformer. But I couldn't get past the beginning. What's  tripping me up is the background being squares the same size as the platforms and spikes. It all merges in my head and makes it hard for me to do precise platforming.

But it seems like a fun game. Good job. 

Developer

Hi Milantique! Yesterday, I actually added some visual clarity from the background and the spikes by adding in holes to the spikes because some people kept suggesting I should do that, so I did anyway. 

I hope I can get more views and plays as the days go on, and thanks very much for the feedback, Milantique!

Developer

Also, just a quick reminder, the spikes are pass-through, meaning they won’t kill Owlet if he comes in contact with them when he walks past them, but jumping on them definently will, so as long as you walk past the spikes, they’re basically free platforms to where you can walk pas them, not jump on them. 

I really liked the game, especially the graphics, it's very beautiful

Developer

Thank you very much, Banan47!! ❤️❤️

Submitted

Almost reached the cookie... The game kept me engaged surprisingly long. I think the music played a big part of that. Level design was nice but the player collider was too big for my taste. There were too many cases where the character visually wouldn't hit the spike but the collider doesn't give any room.

I noticed the music is spatial? I would probably take that out unless it's by choice. One of the irks was when resetting and there is this jarring sound. You can do this by changing the AudioStreamPlayer2D to a regular AudioStreamPlayer.

I think this game reminded me that a lot can be done with fewer assets.

Well done!

Developer

CodeRaurus, I didn't come across a jarring sound while I was playing the game on itch.io, nor was I playtesting the game in Godot 4. Can you describe to me how you encountered the sound? Also, I didn't know the music was spatial. I just followed the Audio part in Brackeys' Godot tutorial on YouTube. And you say that the hitbox is too big? I think the reason why is because I chose the spikes a RectangleShape2D, and placed it all around the spikes, and I also gave Owlet a RectangleShape2D, so I think that's the reason why you think the hitbox is too big.

Thanks a lot for enjoying my game, though! Really appreciate the advice and feedback!

Submitted

I'm not sure how to explain the sound... But it happens when you respawn and goes back to normal after so I think it might be because of the repositioning of player character. Hard to say how the audio is set up in the tutorial as I have not watched it.

Yep, you are spot on about the colliders. Perhaps just changing the spike collision shape would have a noticeable impact.

You say you were not playtesting in Godot 4 but... You did playtest it right?

Developer(+1)

No no no no, I WAS playtesting the game, I said I didn't hear the sound WHILE I was playtesting the game. The music just kept going and the game instantly restarted with no sound. Also, the scene just resets itself while the music is playing. It doesn't reposition the character back to its original spot. 

Submitted(+1)

I love the concept of a frustrating platform game for the jam, even though I have several skill issues in this kind of games haha. It fits perfectly with the theme, because every step feels like a risk in this game.  The level design is very well thought out, but it took me a while to understand that you could walk through the spikes. I figured it out when I read the description and thought, “No way, hahaha” I was looking for invisible platforms in the first row of spikes like an idiot for a while hahaha. I love it! 

The music was very well chosen, it fits perfectly.  Also, the sprites look so good! Cool game :D

Developer (2 edits) (+1)

Thanks so much of your feedback, Kazy! Really means a lot! ❤️❤️

Developer

Yesterday and today, I added some visual clarity between the spikes, the ground, and the background by putting holes behind them to better identify the spikes better (Suggestion goes from both FrancisVace and FlynnDelta), and I'm already learning on how to implement a speedrun timer, a mirror mode (Which is basically the same tower as before, except now it's mirrored and you have to make your way down the tower. Also counts as the second and final level of the game), and sound effects. 

However, if I want to publish all of those changes on itch.io, I'm going to have to wait until the rating process is over, because I can't upload any more HTML5 files until the Brackeys Game Jam 2025.2 is over. 

I hope I get all of this done before the end of the jam! All you have to do is keep supporting me (And everyone else in the jam, including yourself) and giving me feedback!!

Viewing comments 30 to 21 of 30 · Next page · Last page