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Sleeper Agent's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Scope: Did the team manage scope and complete the game? | #5 | 3.600 | 3.600 |
| Theme Execution: Does the game align with the theme? | #6 | 3.333 | 3.333 |
| Overall | #7 | 3.000 | 3.000 |
| Gameplay: Was it engaging? Was the core mechanic implemented? | #8 | 3.067 | 3.067 |
| Fun Gameplay: Was it fun and enjoyable to play? | #16 | 2.333 | 2.333 |
| Creativity: Is the idea original? Does the game feel unique? | #17 | 2.667 | 2.667 |
Ranked from 15 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
This was a super fun time! I've always really enjoyed precision platformers, so this was right up my alley, and the movement itself felt great. When jumping, especially while not sprinting, you have a great deal of control in the air, which makes landing tough jumps feel really good. However, I do think that, while sprinting, you lose a lot of that control, making the sections involving wall-running feel a bit more chaotic. Overall, though, the movement mechanics feel really nice.
It's also important in this genre to consistently introduce new mechanics that give you new ways to get through levels, and you do a great job of that too, with mechanics like wind, the mushrooms, and the frogs. These ensure that the experience feels fresh throughout, and it definitely did. There are a couple things that make these mechanics a bit harder to figure out, however. For example, the wind is incredibly strong, and it was pretty difficult to figure out how it interacts with the player's movement. Likewise, the cooldown timer with the frogs made it sort of hard to figure out how they work initially, since there was a lot of waiting around for them to reset, which kind of interfered with the fast-paced experience up to that point.
I had a lot of fun with this game, though! You guys clearly have a lot of love for the genre, and it shows in the way these mechanics are introduced. I would love to see some added decorations or visual polish to really make the graphics pop, but it's in a really great spot.
Thank you for the detailed feedback!
The difference in air control while running was intentional. I wanted both running and not running to be important choices for the player. However, it may not have been the best decision for a precision platformer.
My goal was to make the movement feel unique, like something you have to learn and understand rather than instantly master. Still, I'll definitely take another look at it in future updates and see what can be improved.
I'm really glad you enjoyed the game. Thanks for playing!
This is totally fair! I think that's honestly a great philosophy to have, and it did feel very intentional, with the tutorial room exemplifying the differences and everything. All of the best precision platformers follow that exact same school of thought — movement should take time to truly refine and understand. However, I also think that this genre thrives off of movement being inherently intuitive and being easy to learn but difficult to master. This is where I think the slight disconnect happens with Sleeper Agent, as it feels a lot less straightfoward, but I also think it's something that could easily be improved by the incorporation of a couple more basic tutorial rooms highlighting the mechanic.
But, once again, I had a ton of fun! Keep up the great work and good luck in the competition :)
I wish I could wall jump without having to run! Reminds me of Celeste though. Good job!
this is a bit unfogiving unfortunately it's hard to finish this, maybe make the hitbox smaller, and some juice would've improved the visual and audio feedback. nontheless kudos on the submission.
This is cool, the core movement is a bit clucky though. I was often not sure if something would work or not until it did/didn't. I did get a bug at one point where I couldn't jump but sprinting into a wall seemed to fix it.
This game was really cool and well done! I dont particularily like precision platforming, but I got through a good bit of it lol. A few things I think could be added is an in game tutorial, because if you want to keep working on this, having the controls in the game is gonna be a crutial step to completion. Due to not having this, I skipped the intro dialogue on accident with space, but I went back for it later. The animations are really cool on the player, I think having decorations on the floor like grass or something would've completed the atmosphere. Overall, really well done, I enjoyed it a good bit for not even liking the genre lol!
Thanks for playing and for the feedback!
I'm glad you enjoyed it, especially since you're not usually into precision platformers. You're totally right about the tutorial and the controls, and the extra decorations are a great suggestion too. Thanks for taking the time to check it out!
Cool mechanics! I liked the slingshot frog, although I had trouble getting used to it. I wish I could've read the dialogue, but when I pressed Space it would skip a lot of lines. But I like the variety of mechanics you have and how you work them in together in clever ways
thak you for playing, Use (z) to pass the dialogue normally, the space is the fast forward mechanic.
this is the last game i rate (i rated all the possible games)
im glad i finished with this game, i will spend more time playing it
That's crazy, your my target audience for sure, thank you for playing and replaying!
Hey! If possible, I recommend playing the full downloadable version pinned below. It features unique effects and offers a smoother experience overall. ;)
Love the player movement mechanics! The story was interesting, I like the use of "sleeper agent" as your use of theme. The movement felt very dream-like. I did get stuck in a few places however, and at one point I was flying straight upwards in the map, but nothing some bugfixing the wall slide can't amend.
Thank you for the feedback. In which section did this bug appeared? I really don't know how I could let that slide... get it?
Haha! In that big jump/fall downwards, I was aiming to get that collectable item on the far wall. I was clicking the z and x buttons a ton as I went at that wall, and I got the item, but then I started to drift upwards and my character started flying up without me touching the keyboard. It was probably just a weird bug because I spammed too hard and the wall slide mechanic was just starting to kick in, I probably couldn't remake that bug happen even if I tried. XD
Now I see, it was the wind, if you enable wind particles in settings you'll see it, I forgot to put wind tile sets there for the browser version LoL
like the art style!
Thanks, My team put much effort in them.
Very fun, got addicted to the feel of the player
it's good to hear that, I really struggled to make the movement smooth.