Jumpcoins by Shawn Moore
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Jumpcoins is an action platformer. Play through 20 levels dodging spikes, enemies and collecting coins to power up your special jumps. Collect all the badges while threading together a combination of double jumps and walljumps, and beat your best times.
Gamepads are supported -- even recommended :)
update 4/30: - improved controls both for keyboard and gamepad
update 5/4: - bugfix: improve walljump consistency, especially when framerate is reduced - bugfix: don't allow accidental frame-perfect doublejumps (thanks @alexrose!) - bugfix: fix issue causing hints to show even when the player is close by - bugfix: found a path to get an optional badge on "Acrobatics"
| HTML5 (web) | https://jumpcoins.sartak.org |
| Source code | https://github.com/sartak/jumpcoins |
| Other (document) | https://www.youtube.com/watch?v=tuaafmCgmHw |
| Original URL | https://ldjam.com/events/ludum-dare/44/jumpcoins |
Ratings
| Given | 44🗳️ | 12🗨️ |


I really like how the mechanic worked, and it feels like a very polished game.
@tero-pulkkinen sorry about the confusion with double jump. I see now that the instructions were unclear! You have to already be in the air when you hold up and press jump. I'll add a little demo video once I get some sleep :D
Why do I have to hold up to double jump, but don't have to hold anything for walljump? It is inconsistent, and I think the up arrow rule is just redundant.
I am not sure about the badges at the end of the levels. First, I have no idea what are they awarded for (after completing the whole game), and they don't really make sense if you cannot quickly switch between levels and see which badges you have in which levels (same for the level times). I have no idea how many badges have I missed, and I really don't want to play through all the levels just to get to a level where I missed a badge.
With the badges, it feels like I didn't really finish the game, and it would be super tedious to try and get them all.
I could see getting rid of holding up to do a double jump. Since you do have to be holding left or right to do a walljump, so every case should be unambiguous.
For the badges, I did intend to have a main menu with a level select, best times, and badge descriptions,, but I had to cut it for lack of time. :( That was the one feature I really regret not being able to add!
I really liked a lot about this game - I actually didn't have much trouble with the controls personally. They felt just intuitive enough. The game was also the perfect length/difficulty for one of these jams. (Also the final level was a nice touch!)
I try to always give constructive criticism, but nothing really stuck out enough to mention. Well done!
The idea and the game is nice, but i feel like you could go more in-depth with it, right now it is a (good) plateformer where you can double jump once when you got an item; maybe try adding other coins with different power, or other obstacles/elements (like a coin magnet, piggybank for storing coins for later use, etc.) and you could have a really cool game :)
But I have to give you huge props for how good the platforming feels. That can not have been easy to do in the time given! Very well done!
Once the stream is finished you can find the video here: https://www.twitch.tv/ursagames/videos
If you want to know when it was played you can find your game in the queue here: https://tinyurl.com/y5rdokvp
As I told you on the stream, there is that purple guy that you probably want to fix it.
Congratulations on the game ^^
Also great job on the music, I think the midi tunes work very well with the art style, and don't get fatiguing as you hear them again and again as you die again and again...and again. With that, everything really is cohesive. Even the level names exhibit the same jovial tone. Lot of polish for a compo game, incredible work in that regard.
Interesting choice though I think is the air inertia--once you slow you down midair, you lose pretty much all air control and just fall like a rock. Can you talk as to why you designed it that way?
Also, I'd love for you to talk about your experience with Phaser! I've been looking for some sort of JS-based game engine as of recent, and Phaser seems to be the most popular.
The only gripe I have with it is that, although the documentation is comprehensive, it is not well organized. For example if you want to find all the properties you can animate, or a list of events that get emitted from some subsystem like physics or audio, you might have to troll through several different documents and it rarely feels satisfying.
Other than that, the gameplay is solid and simple, and the SFX are snappy.
The difficulty is rather well balanced. In one word: it's fun! :D
Very good mechanics !