Third Time's the Charm by Jag
Hey everyone!
Finally after 70 hours, here is my team's submission for LD47.

In Third Time's the Charm, you play as the fabled monkey king, Sun Wukong. He is trapped in a loop in front of the Temple Gates and it is up to you to beat the challenge of the temple and gain passage. Watch your step!




This was made in Unreal Engine 4 by me and my partner Robert. The 3D models and animations are free to use from the Unreal Marketplace made by Epic Games. Sounds and music were used from freepd.com. The main game level was also an asset from the Unreal Marketplace, however we made some modifications. The main menu level was designed entirely by us.
You will need 7zip to extract the game files. The application weighs in at 1Gb zipped, and unpacks to 3.5Gb. It is currently windows only, but let me know in the comments if you need me to build for Linux.
Features we didn't have time to finish:
-Proper quit game button (Have to use ALT+F4 to quit the game)
-Pause function
-Loading screens (Apologies for the jarring level transition)
Known bugs:
-Master volume slider permanently mutes game when pushed all the way to the left. For now don't set the volume to 0.
| Youtube | https://drive.google.com/file/d/16neFcVMSJYyGbgTO1B0V_6cmRnOfDVSy/view?usp=sharing |
| Original URL | https://ldjam.com/events/ludum-dare/47/third-times-the-charm |
Ratings
| Overall | 1179th | 3.231⭐ | 56🧑⚖️ |
| Fun | 1127th | 3.056⭐ | 56🧑⚖️ |
| Innovation | 1460th | 2.606⭐ | 54🧑⚖️ |
| Theme | 1376th | 2.926⭐ | 56🧑⚖️ |
| Humor | 864th | 2.615⭐ | 54🧑⚖️ |
| Mood | 963th | 3.24⭐ | 54🧑⚖️ |
| Given | 59🗳️ | 89🗨️ |
To say that this is nothing more than an “asset flip” implies we took other peoples work and just changed a few numbers here and there and called it a day. There was no intention of being judged based on graphics and sound, we opted out of the graphics and sound categories and credited appropriately. What we wish to be judged on are things like: does the game feel stable, do all the objects behave and feel professionally done, was it frustrating or rewarding, did you like our idea, did you enjoy our interpretation of the theme, and finally did you have fun? Sorry for the long essay, but we worked nonstop for the 72 hours to make this game happen and I feel the need to defend our hard work. This was our first game jam and we’re newcomers to game development. In the future we would love to work with 3D modellers and create our own assets!
Just my feedback, maybe lower the blur when you move or give the option to remove it, and pin point a bit more where to go. Beside that, a very good game.
@sparrow-lynn @zagganoth thanks for playing! I think its definitely an issue if so many people are unable to finish the game. Could you tell me a bit more about the areas you felt you were struggling with?
The essay was super fine, honestly! The extra context really changes this situation up - sorry if I misinterpreted anything in the initial game notes provided (if not, just to help others not make my mistake, it may be worth writing that info up in the main post) - I can absolutely appreciate flexing the code angle, and given the fun no prizes situation and all that, I'm more than willing to roll back my earlier post! The way the base post read made it seem like this was just pre-made stuff put together *including* the code, but if all of the actual functionality was base made, then that changes stuff entirely! Thanks a ton for the clarification here, and I hope I didn't leave a bad taste in your mouth at all!
@zagganoth Thanks for the suggestion, I'll tweak things to make it easier in the future. I think another issue a lot of people seem to have is that they feel the jumps are too floaty. We thought we were making things easier by making the airtime longer but I think its actually made it harder for everyone.
1) Enemies are too hard to see. Even in the tutorial I didn't see them at first because the models are so small and dark. A chunkier model would fix that as well as make their large hitboxes more intuitive.
2) Moving platform section was confusing. Having to turn 180 degrees so many times makes it almost impossible to complete that part without dying a few times and memorizing the pattern.
3) Exploding tile mechanic was unreliable. Sometimes a tile would detonate under my feet if I stood in the wrong place or landed oddly. It wasn't super common but it ended several runs.
THE GOOD:
- The running feels smooth
- Challenging!
THE BAD:
- Wish the bats moved a bit
- The jumping can be improved. The longer you hold spacebar, the higher you jump, and on release you start falling back down. (Mechanic used in a lot of games like this)
SIDE NOTES:
- This is a Game Jam entry, not a COMPO entry. Therefore using pre-made assets are perfectly fine as long as it's not an asset flip.
- As a programmer, I can tell that a lot of work went into putting everything together.
- Games are deeper than just their sounds and visuals.
- They did opt out of Graphics and Audio, so this is a very fair entry.
- IMPORTANT: @jag, I would list all the Assets used in your entry to be transparent with everyone voting on your game.
Anyway, keep up with your nice work!
Also because it seems necessary based on the state of these comments my thoughts on the pre-made assets are that you are a Jam game not a Compo game and you opt'ed out of getting rated on graphics so who cares!
From a design standpoint, I did find the floating platforms to be a little out of place in the realistic looking environment - perhaps if they had temple walls or something surrounding them. Also, the bats looked a bit strange hovering in place - it may be better if they moved around, or otherwise replaced with something else (the classic spike?).
Also, the jump felt bit like moon gravity was on - admitedly fun, but not really keeping with the environment. I found something a little off about the camera as well - I thought it may have been too low, although reading the other comments it may have just been too much motion blur.
Despite all that, I really did enjoy my time with the game so great job!
It's a little bit hard to evaluate your game without knowing where your work ends and premade assets begin. But overall it came together for a very nice game. The first time I fell out of the level I laughed at loud when my character said "goodbye." If the bats moved and you didn't make the player survive three consecutive runs it would have been perfect. Good job!
The main reason we used assets in the first place was so that we could focus on the programming and pretend as if we had 3D modellers and level designers on our team. While we could have just used a bunch of blocks and spheres instead and call the whole thing our own, I think we really wanted to focus on programming and game design for the 72 hours while also giving you, the player, something pretty to look at. It also gave us so much experience working with AAA assets too, which was such a challenge (We actually had to worry about performance problems part way through). So yeah as long as you had a good time, and you feel this game isnt an unplayable mess, we would take that as an absolute win!