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Very polished and fun gameplay! The perspective shifts were super cool — they actually reminded me of Super Mario Odyssey with the 2D-to-3D transitions. I can already tell you’ve got strong programming skills behind this.

The only feedback I’d give is that it was a bit hard to tell which objects were interactable — for example, realizing that cars could be used for jumping took me a moment. Maybe it’s because players don’t usually expect cars to be “bouncy” objects like mushrooms or trampolines.

Also, since jumping is such a big part of the game, I think making the jump feel a little less “floaty” and more snappy or physics-based could make it feel even more satisfying.

Overall, really well-made and impressively polished — great job!

Thank you very much! I'm glad you enjoyed it! The game itself was modeled after the original Super Mario Brothers a bit. I've never played Super Mario Odyssey so it's super cool that there's a connection there.

The confusion over interactable objects is the most common feedback I've gotten. My play-tester told me about it too, but I didn't have time to fix it before he jam. I have plans to fix it after the jam.

This was my first platformer, and I spent a while researching jump mechanics. I actually have different gravity modifiers for the jump and fall parts of the jump. Someone early on in the comments linked me a great video that I learned some more from. When I first balanced the jumping, it was on level 2:1, the graveyard, and I had no plans for those super huge jumps. The problem I was having increasing the fall gravity, is that then you got very little horizontal movement. But I agree with you, playing it now it feels a bit too floaty. Although without the floaty feel I imagine the 1st-person level (1:5) would feel insanely hard. I will play with it though and maybe give a horizontal boost in the air.