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A jam submission

Loose Goose in Musical MadnessView game page

5 level goose rage game with a music box driving the goose mad!
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Loose Goose in Musical Madness's itch.io page

Results

CriteriaRankScore*Raw Score
Fun#39512.1092.583
Presentation#42552.1092.583
Originality#43742.1772.667
Overall#45221.9732.417

Ranked from 12 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?
Every 30 seconds, the player will lose control of their character for 5 seconds; player must use judgement and platforming skills to ensure character doesn't die during that time.

Did your team create the art for this game during the 48 hour time slot?

Yes

We created all art during the game jam

Did your team create the audio for this game during the 48 hour time slot?

Yes

We created all audio during the game jam

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Comments

Submitted

I played this game in this video here (0:10):

Submitted

Fun game! The art style combined with the music changing styles was fantastic. Made me chuckle! The platforming could use a little polish, but the flying mechanic was a nice twist!

Submitted

pretty cool game. could have used a bit more time in the mechanics department.

i liked the goose and its animations, and how the animations and the music went all crazy when he went out of control.

the level design was unsatisfactory and the jump mechanics were basic. The main thing that was lacking was variable jump height. No matter how long you hold the space bar, he always jumps the same distance. sometimes you can get away with that, but if you want to have levels with spikes on the ceiling, you have to have variable height.

i noticed you have the default unity "wall jump" mechanic lol. the double jump / hover ability was pretty cool and fun to abuse with the wall jump bug. it would have been more fun with  variable jump height.

the crazy timer thing was interesting and made it so i always wanted to get to the next safe area. the timer in the upper left should have been bigger and more stylized, but eh, i get you didnt have time for it. with a lot more refinement i think this could be a whole game.

Overall, I think the idea is good, but your execution was lacking. Keep trying! you'll get there!

Submitted

Was an all around interesting game. As a Pixel Artist myself, I gotta say, the pixel art was cute lol. I hope you all keep deving and building up your skills! ^^

Submitted(+1)

love that its eyes change colors when it loses control xP

Very fun game Loved the mechanics and the little secret  jump that you can do xD

The song was pleasing to hear over and over and didn't get dull.

The Controls were very intuitive, I noticed there was no coyote time which is fine but it just took a while to get used to.

The only thing I would say to improve on is the wall cling mechanic, you get 2 different types of jumps when you are on the wall depending where you are, if it was more clear which jump you would get depending on the position that would be great!

Developer

Hi! Thanks for the feedback.

The clipping jump actually occurs when the radius of the "ground check", which sees if you can jump and applies a vertical force, is triggered more times than normal, leading to much larger velocity, maybe 1.5-2x the actual planned velocity. However, when the bug was found, we figured that it only happened if you pressed jump at the right time when moving from below and towards a platform's edge, and it was small enough where it wouldn't be too controllable if someone found it on accident, but could be used if intended. (It also helped some of us finish the 4th level, haha!)

The sound designer was GrowlyWog, and he really did make some great music! I hadn't heard the last level's music when developing, so when I got to the end, it was a real treat!

Controls was something I, and probably the rest of the team, worried about. We didn't want to use the mouse because jumping and moving required two hands, but the mouse is kinda out of the way. I could have put in some indicator there was no mouse, but there wasn't enough time... Coyote time was to be implemented but once again time came in the way, so it was replaced with the gliding/diminishing jump mechanic.

As for the wall jumping thing, I think you got a bigger jump if your beak was between tiles in the tile set? We probably should have made that more clear. 

Once again, thanks for the feedback, and thanks for playing our game! The team included some first time jammers, including me, and it's great to see people playing the game.

Submitted(+2)

Nice little game, if catching the sides of blocks could be tightened up to make a cleaner platforming experience I could see this becoming part of a bigger game.

Developer

Yeah that does need a little polishing, thank you for the review.

Submitted

The controls are pretty dismal, and the military dull tileset doesn't match the meme-like LSD Goose

Developer

That's fair. Thank you for playing though.

Submitted

Hey, I don’t know if this was your intention, but I think to make it more rage-inducing, I would take out the timer, and make it random (between a min and max time value) both the regular controls, and the out-of-control time. Also, sometimes when you jump while colliding with a corner of a tile, you may get yeeted upwards. Otherwise, interesting game!

Developer(+1)

Lol it's not entirely the purpose, we though about doing so but we didn't want to create a game for a game jam that was meant to be rage inducing. These are some good suggestions tho, and perhaps we can put them towards a hard mode of sometimes. The yeeting is a little intentional though, we found it on accident but kept it cause it adds a hidden mechanic that can help you skip sections. ( for speedrunning) Thank you for playing!