This looks crazy good
Suikyoo
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Yeah. I don't think it's actually challenging "hard". I just miscalculated the difficulty. As my skill level is the one being used to playtest this, you need to be within a very specific range of skill level. Once it's just a bit lower, it's hard and once your skill level is a bit higher, it's monotonously easy.
I'm actually making another patch(? idk) for this so I'm trying to make that difficulty scalable. I get the feeling that it's even harder than the original but at least it's more consistent... I think.
I love this game. It's sooo good. The visuals, the music, the smooth freaking gameplay mphhhhh. I knew Celeste and Jump King would go hand in hand. I spent the last 30 minutes just trying to do some cool stunts and chaining them to smoothly get to the highest level I could muster. For me, this is already the perfect game for this jam.
Outside of the jam's criteria tho, I hope you add delta time integration and optimize the game. I think it's vital in such a mechanically-intensive game but I understand why you didn't care too much about that since you only got 1 week.
Ehehehe. That’s true. I overlooked the difficulty of the game.
As for what you said about other games, for many of us, it’s usually very hard to tune the difficulty after developing and testing it ourselves in a very condensed time frame. It’s like having a highly-experienced player who understands the ins-n-outs of the game playtest it. Difficulty tuning is definitely a skill that takes experience especially without playtesters.
I’ll try to learn from this and try to gauge the difficulty when developing games for jams next time.
Hello. I’ll only modify the game after the jam as that would be against the jam rules I think. The current game version submitted is the one that is being rated so it’s ok to rate it upfront without giving a chance to modify the game entries. With that being said, I’ll try to put on tutorials in the form of graphic hints after the jam if I have the time.
For the beginning cases where there isn't a match, ...I simply did not take it into account ehehehehehehe. I was way too numb at that point and thought it was just natural to lose and try your luck next game. Damn you really have good ideas. Your misunderstandings are better than the current gameplay . I should've done that tile swap thing if you fail to pop a group of tiles.
If I may, I'd recommend you check out Daniel Linssen's games. I'm fascinated by it. Especially Roguelight. For 2d games, the art is a masterpiece
https://managore.itch.io/roguelight
Ok I'm fanboying. Might as well drop his whole arsenal
https://managore.itch.io
Also, I think he uses game maker 2
...How did you complete everything without using jump... You could time your jump with the pulse to avoid getting hit. Anyways, I agree with you. The events and tutorials go too fast. The player has no control over its pacing. I'll try to involve the players more in the story and learning skills too. Thanks for playing.