Awesome game, very atmospheric. Special props to the artist the rabbit was amazing!
Ryanocerou5
Creator of
Recent community posts
This is another 10/10 in my opinion. It's a phenomenal gameplay loop, I've only gone down the mountain once but I'm gonna go down every path. You somehow nailed the feel of skiing, it's got fantastic controls and physics, the visuals are perfect and the audio does an incredible job creating the atmosphere. Incredible work, I hope more people get around to playing it.
Really neat concept and well executed. I thought on paper the gameplay might get repetitive, but then I found myself still playing ten minutes in. A surprisingly captivating gameplay loop. I liked the atmosphere, I wish it had music to accompany me while I locked in. Awesome work though, really well done!
I mean. No comments. This game is exceptional, there is a legitimate beauty and love imbued in this game that can't be made up. This is so much more than just a game for a game jam and it shows.
The art and sound is brilliant, incredible style choice, such personable 2d and 3d design and some really unique concepts and designs for all the characters. The presentation of this is without fault. The idea of the game, the way it's written and the way it interacts with the theme for the jam is brilliant.
This is a work of art and you guys should be incredibly proud of what you managed to achieve <3
What a sizzling start! I'm already captivated, I'm gutted that you lost the files because this was such a solid foundation for an awesome entry. Really good art, good writing, good music, and a great artistic vision. If you ever come back around to amending it, I'd love to experience the gameplay you had in mind.
Awesome work! I think the art was really great and the atmosphere was effective. I was afraid to mess with any of the sliders or the heat lamp, I just wanted to observe the experiment. Awesome approach to the jam, would be keen to see where that goes and how you could take the decay element further.
LOVED the atmosphere! I think the abstract feel was great, it would have been paired well if the boat wasn't a high definition asset, but it didn't take away from the immersion. Without objectives, movement felt a little aimless, but as things started to decay, that actually felt okay. Nice work and awesome interpretation of the theme.
If you're looking for reasons why people may not have completed your game, it's important to understand the circumstances. In general, it's a game jam and people plan on playing a bunch of games, so unless the challenge your game poses is compelling enough to inspire the player, they may play it to get a taste, and even if they don't finish it, still give it a rating from their experience of it. I've played through your game, I also didn't complete it, and there was a couple gameplay things that got in the way of that. The collision on the different boxes wasn't exactly reflective of where the edge of the platform was, so I kept pressing jump and calling through the corner of the platform, which was frustrating. There was sometimes slight input delay, which also meant missing jumps. The screen scroll mechanic is good for a game like jump king if you intend the player to use trial and error to find the right path over an extended period of time, but you having built the levels already know the path. I spent a good while just trying to figure out how to get up onto the second screen, the jump to land on top of the first block at the bottom of the second screen was already quite the challenge to figure out, and once I knew, the execution wasn't that easy. I don't think your game is flawed necessarily in these aspects, it's simply reflective of the games you took as inspiration. But for the bounds of the challenge, trying to create a speedrunnable game, while the end result might be speedrunnable, if you make the process of learning it tedious and difficult, people aren't going to stick around long enough to learn the speedrun. If you're looking for some tips to improve, I'd recommend the following:
- Increasing the size of the collision boxes for the platforms, they should be forgiving and let the player use the whole extent of the asset
- Introduce coyote time, a brief 0.1 sec window or less where the player can still jump once they've left the platform
- Easing into the challenge a bit more, having the first challenge only consist of disappearing blocks makes the first screen too punishing to be learning the controls
- Have some visual indicators of the intended path for the player, that way even a player who's stuck can figure it out
Hope this helped, and please don't take any of it personally, the game you made is really good on its own, it just lacks some of the minor details that adhere to the specifics of this game jam theme.















