Over and over by mAnimal


Hi guys, I always wanted to create a proper platformer game which will run smooth, so this is my try. I m pretty interested about your opinions about the movement.This game is inspired by Jump King.
So, controls are easy just use side arrows to move, up arrow to jump and "B" button to dash in midair. When you hold up arrow you jump higher, to jump low just tap the up arrow.
Thank you for your time and enjoy the game.
Spoiler alert!!
Spoiler alert!!
Spoiler alert!!
The game is pretty hard for nongamers, so if you will get mad after 1 minute, you are able to use "s" for save position and "x" to move for that position. The important thing is you have to find out why is this a good game for actual theme "Start with nothing". If you will be using this S and X buttons, there is no theme here.
Ratings
| Overall | 386th | 3.114⭐ | 24🧑⚖️ |
| Fun | 333th | 3.045⭐ | 24🧑⚖️ |
| Innovation | 487th | 2.333⭐ | 23🧑⚖️ |
| Theme | 493th | 2.2⭐ | 22🧑⚖️ |
| Graphics | 263th | 3.273⭐ | 24🧑⚖️ |
| Audio | 293th | 2.81⭐ | 23🧑⚖️ |
| Humor | 286th | 2.353⭐ | 19🧑⚖️ |
| Mood | 309th | 3⭐ | 23🧑⚖️ |
| Given | 19🗳️ | 14🗨️ |
So I don't know if you gain anything in later screens, but you definetly start with nothing.
Art and sound is nice.
I dont know what it was with the controls but many times i would attempt to dash, and I wouldn't dash. It is quite frustrating when controls don't go as I expect, (i had control problem with my entry). I found the music frustrating, but i let it play because its part of the experience :)
The level challenges are very tricky and hard, so getting past each is very rewarding, and I was very happy when I completed your game.
I streamed it here: https://www.twitch.tv/videos/491837292?t=04h20m40s
You mentioned specifically that you want feedback on the movement, so I'm going to be really picky on movement but only because you asked!
* Overall I think if the game focuses on dashing it should give you some good feedback every time you try to dash. Specifically this means
* I'd like to dash every time I hit the dash button
* If I am not holding down an arrow button, you dash in the direction I'm currently facing
* If I'm on the ground, I dash along the ground
* There seems to be a bug where sometimes when I run left and jump and then dash, it doesn't dash. This doesn't seem to happen when facing to the right
* I'd prefer a slightly shorter dash, but that's primarily driven by the level design. The level design makes it easy for dashing to overshoot the platform. I'd either shorten the dash, or make the level design more forgiving or long dashes.
Really well done. I dig the art an the music. I also like that you put a little trail on the movement. The sound FX on the "splat" is perfect too.
Really thank you for your proper feedback!
I am not all that good at platformers but I still had masochistic kind of fun with your game :smile:
However, the theme of the jam wasn't present and the music is pretty repetitive, so you get tired of it quite fast. But those are my only complaints.
Overall, great job!!!
- making the dash require an arrow key to be held is frustrating: the player expectation here is that the dash button will make you dash in the direction you're already facing if a direction isn't held (in fact i thought the dash not working was a bug until i read the instructions more carefully)
- the integration of the theme isn't particularly inspired, and actually took away from the experience imo: the level design's pretty good on its own, but when you have to restart from the beginning each time it feels unnecessarily difficult and tedious. i was only able to have fun with it when using the save/load keys
- even if you were intending to make a "rage game", those games are usually quite liberal with checkpoints in order to avoid making folks rage-quit, and instead focus on making the moment-to-moment gameplay rage-inducing
- the framerate was kinda choppy, much more so than i'd expect from a simple 2d web game
having said that, there is a decent game groundwork here. in the future, i'd recommend spending more time testing (ideally with some actual players) earlier on; i imagine some of the fundamental issues could have been caught that way