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Colossal Payout's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Visuals | #403 | 3.343 | 3.343 |
| Creativity | #546 | 3.114 | 3.114 |
| Theme | #616 | 2.829 | 2.829 |
| Overall | #703 | 2.629 | 2.629 |
| Enjoyment | #819 | 2.257 | 2.257 |
Ranked from 35 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
Very fun platformer. I see the Pacific Rim influence. Felt the character was a little too floaty inside the Kaiju. Good job!
TBH, i didn't really understand the idea well but the gameplay was kinda solid,the intro is good really,the movemnt needs some measurement
I think this is a solid concept. The player controller/physics calculations definitely need some fine tuning! I would love to see a concept like this with some more polish for sure.
Loved the opening scene. The controls were something I had to get accustumed to. It felt like there wasd a disconnect between gound and air movement, where movement in the air felt extremely floaty and movement on ground responsive and quick. You could try to connect both worlds as it would make the game som much more fun to play. I enjoyed it nevertheless!
Reminds me a lot of a FP game trailer I saw. But the platforming makes it challenging and interesting.
Opening cinematic was hilarious! I also enjoyed all the noises your hazmat guy makes! Controls take some getting used to, and sometimes I’d stick to walls pretty easily which made it hard to control. I had a good time trying to collect everything though!
Fun idea. And the opening cut-scene was magnificent :D. Game was fun and it had a grappling hook, which is always a sign of a good game. Well done!
Cool game!
Thank you!!
Really unique take on the jam idea, I love the concept! I think the player character needs a bit more control whilst in the air, at the moment you can't adjust your velocity at all whilst falling, which makes it a bit hard to control. Really cool idea though!
Agreed, definitely something we would adjust with the next pass!
Thank you so much for your comment :D
really good job I loved the game!! It would be great if you could check mine out aswell
It's tough to play, haha! Cool game!
Cool game but buggy. You can hug a wall with your back, hookshot sometimes doesn't work, speed changes on some platforms, hitboxes for some collectibles count as a wall if you hit them from the side.
Thanks for playing! That back-climbing bug is real stubborn. I thought I fixed it but it looks like I missed some edge cases.
~Randy
This feels uncomfortable, not the artwork but the character movement. If it is meant to give sticky movement feeling then I Don't think this would do. The grappling hook helps a little, but not so much because it doesn't work on some surfaces and it can't go through a pickable item. I don't know the win condition of this game, the only outcome I get are death and death by acid.
But all the technical aspect aside, good art, good audio.
Thanks for playing! We were going for more of a Super Meat Boy vibe with the control style. The win condition is just to collect all the treasures.
Cool game but the movement is very hard to control and the harpoon disappeared sometimes.
Thank you for the feedback!
A control overhaul would definitely be coming in the next pass of the game :)
Wonderfully gross game! Like some other folks here, I had trouble with the movement. I'm curious if you used a Rigidbody for character physics?
Thanks for playing! We did use rigid body for the movement and physics, controlled by a FSM.
The game is open source and on GitHub if you want to check it out.
The grappling is a great feature, I just wish I could also latch onto the outside of the stomach. The art style is super consistent and gives me those classic old internet game vibes in a good way. The main issue I ran into is collision: I kept getting stuck on things and could barely move at times. If you tighten up the hitboxes and let the player adjust direction mid air, I think this could feel fantastic. I really hope you keep developing it!
Fun grapple mechanics! I got stuck a couple of times and then I fell in the acid and had to start again from the beginning. Maybe add a checkpoint on the last flat surface you stood on so it's not so punishing.
I really like the movement concepts with the harpoon and the art is awesome but the movement feels very uncomfortable since u can't move side to side in the air at all and I tend to get stuck to every wall regardless of harpoon being used or not. Cool idea none the less
I really like the movement concepts with the harpoon and the art is awesome but the movement feels very uncomfortable since u can't move side to side in the air at all and I tend to get stuck to every wall regardless of harpoon being used or not. Cool idea none the less
Thank you for your review!
I believe we've fixed that still-jump movement issue since you've played. You should give it another shot :)
I like the setup a lot and your take on theme, it reminds me a bit of mine ( death is an opportunity to profit.)
The art is cool, combination of gross and cute and the music is nice. The controls are bit unintuitive and hard to use, I think the main problem is with the collision boxes and movement speed. The grappling hook by itself is cool but there were a few times when it wasn't being drawn or gave me too much acceleration. I also thought that the map could use a more interesting layout, perhaps with a bit more room to swing around using the grappling hook
Thank you for your review. There was a more complex map planned but we were unfortunately unable to implement it :(
As far as the controls, we've made some bugfixes since you've played. You should check it out again :)