Icy Mountain Hot Potato by Turncoda

Summary:
Climb an icy mountain while juggling a hot potato. If you let the potato hit the ice, you'll get some points, but don't break too many, or you won't have anywhere to stand!
Controls:
- Arrow keys or WASD to move
- Space to jump
- R to restart
Updates:
Times are in US Pacific.
- v0.2 - Monday April 20, 5:55PM (first submission) - Submitted Linux build
- v0.3 - Monday April 20, 10:55PM (submission time +~5hrs) - Added web build
- v0.4 - Wednesday April 22, 12:40AM - Various bugfixes
- W key can now be used to jump
- Add missing collision checks at the screen boundary
- Unintentional collision removed from unspawned platforms
- Fixed a couple of bugs that happen when the player, ball and a platform collide at the same time (see video):
https://youtu.be/Bjr1IUajEUI
- v0.5 - Sunday April 26, 7:50PM - Fix Linux build dynamic link issue, cap framerate in browser on high refresh-rate monitors
- v1.0 - Monday April 27, 1:30AM - Add Windows build
- v1.1 - Wednesday April 29, 3:30PM - Add fullscreen support
Ratings
| Overall | 1268th | 3.483⭐ | 32🧑⚖️ |
| Fun | 1092th | 3.383⭐ | 32🧑⚖️ |
| Innovation | 205th | 3.9⭐ | 32🧑⚖️ |
| Theme | 1349th | 3.6⭐ | 32🧑⚖️ |
| Graphics | 1750th | 3.2⭐ | 32🧑⚖️ |
| Given | 20🗳️ | 35🗨️ |
If you go one day for another one - feel free to text me if you will need help with audio :)
Perhaps if there were more blocks, or the movement was more flexible, it'd be more accessible? Perhaps the frustration is the combination of both the player and ball being sensitive to hitting the bottom of the screen, it's hard to keep track of two moving objects with such limited ground to stand on!
add some additional obstacles and mechanics further up and you've got yourself something real real cool i think
im a sucker for simplistic graphics so i'm a big fan of how it looks
:)
However, like others have pointed out, maybe the game is a little too difficult. In general with jam games people don't spend a lot of time trying to learn it thus I think it is a good idea to make easier games that you can get good at really fast (although the game that I made is also too diffuct... woops).
Anyway, I like this game a lot, well done!
I understand the feeling that the jump is too short. I think this ultimately stems from the fact that the way I generated platforms makes it so that it's possible to see platforms that are just barely out of reach. If I were to improve this aspect of the game, I would tweak the level generation so that platforms are either clearly within reach or clearly out of reach, basically avoiding the gray area. I have a dozen more ideas to address the other feedback, but are out-of-scope for the jam version. I would consider them for a post-jam version though. Thanks everyone for the feedback, I read every comment and I appreciate it.
While I'm writing this, I might as well explain myself a bit:
- @mr-field The reason there is no variable jump height is because I couldn't make it feel good. I struggled with it for many precious hours before giving up and taking it out of the game. Maybe next time.
- @omaskery The fact that platforms disappear as soon as they leave the screen was a mistake. However, it was a decision I made during the jam and I'm sticking with it for the jam version. It frustrates me when I play too, so don't worry, you're not alone in feeling that way.
- I realize the game is difficult. If I could do it again, I would make the difficulty curve a little less steep. Here are some (secret) tips, as a thank you for reading this far:
- You can fast-fall by pressing down
- Crossing the screen boundary is critical and sometimes the only way to progress
- The potato can have 1 of 3 horizontal velocities depending on your inputs at the beginning and end of the 8-frame bounce window. If you are not pressing either left or right at the end of the window, the potato will bounce straight up. If you are pressing nothing at the beginning of the window, but start pressing left or right at the end of the window, it will move at a low horizontal velocity. If you are pressing the same button for the entire 8-frame bounce window, it will move in the direction you pressed at the highest possible horizontal velocity.
Great job.

Anyway, you did a good job.
The random generation of the map made progression rather difficult at times, though. I had troubles to get on higher ground with some of the platform constellations. Either because I couldn't jump on the next highest platform, because the jumping height did not reach, or it was very hard to make a detour and keep the ball live without destroying all the upper platforms on the way. One could say, that this is the actual challenge of the game and it felt very rewarding to get through a difficult part with a well placed ball bounce.
I'd agree on some of the other reviewers, that the screen looping mechanic wasn't all that transparent. And even after knowing, it was there, it was still hard to use it to my advantage.
Also, it was very easy to lose due to one jumping mistake or a misplaced bounce. Some kind of one-time-use skill or something would've been cool to have at ones disposal to clear a very difficult part or save the ball from falling once. Maybe even have collectible power ups on the way. Since this seems like a infinite climb, it's always a good idea to give the player some kind of motivation to play further.
All in all, still a very very good and polished little skill based juggle platformer. Great job!
But those are really just issues with the scoring. I still had a lot of fun walking around, throwing the potato and failing to ascend much at all and the aesthetics certainly helped with that. For being as minimal as it is the game looks pretty amazing. The potato bouncing animation has no business working as well as it does.
Also I'm always happy to see people using SDL for their LD games. I used to do that and if I'm being honest with myself it might not be worth the extra effort but not relying on any engines is a great feeling. And it's always nice to see I'm not alone, even if your reasons might be different. (sorry for my ramblings here)
Great job!
What was a bit weird was that game didn't end when my character fell down off the screen, was that intentional? Sometimes I found myself watching bouncing potato for a while and unable to do anything :)
The mechanics mashup is awesome btw., had it been the "combine two incompatible genres" theme like in one of previous jams, you'd have definitely won the theme category! :)