Super Simp Boy by FudgeFiddle

[raw]
made by FudgeFiddle for Ludum Dare 46 (COMPO)

Keep the love alive

Your head is in the clouds...

Navigate the treacherous terrain of a relationship and avoid getting burnt by the flames of love...

Gameplay:

  • Jump through hoops to keep your love meter from running out
  • Hoops cost money so make sure you watch your money meter
  • If your love meter runs out or you lose too many lives your girlfriend will leave you
  • Try to reach the end to live happily ever after

Ratings

Overall 852th 3.026⭐ 21🧑‍⚖️
Fun 670th 3.105⭐ 21🧑‍⚖️
Innovation 883th 2.816⭐ 21🧑‍⚖️
Theme 821th 3.289⭐ 21🧑‍⚖️
Graphics 742th 3.083⭐ 20🧑‍⚖️
Audio 513th 3.053⭐ 21🧑‍⚖️
Humor 284th 3.25⭐ 20🧑‍⚖️
Mood 767th 2.889⭐ 20🧑‍⚖️
Given 14🗳️ 10🗨️

Feedback

GoldenEvolution
20. Apr 2020 · 13:20 UTC
Fun litte game for the overly trending topic simp. The main suggestion I have is try to one time make platformer controls feel absolutely perfect. It kinda felt like I was floating in space and the walljumps didn't really feel like walljumps.
bongo227
20. Apr 2020 · 13:21 UTC
I can't launch this game (atleast on linux), you need to provide the .pck file or embed it ![like this](///raw/c38/1/z/2d659.png).

I made the same mistake :sweat_smile:
PinballJunior
20. Apr 2020 · 13:32 UTC
Very fun and quick, the hearts and money went down a little too fast though.
🎤 FudgeFiddle
20. Apr 2020 · 13:32 UTC
@bongo227 Thank you for pointing that out! I fixed it.
🎤 FudgeFiddle
20. Apr 2020 · 13:34 UTC
@goldenevolution Thank you for the feedback. You are right I should have spent more time making the controls feel tighter. This was my first game jam ever so I definitely rushed it. Also, the name was a last minute thing haha. The premise was the same from the start but I just couldn't think of a name and said screw it.
Ioan Pop
20. Apr 2020 · 13:37 UTC
Loved the music and the game play, but I think the game went a little too quick and it ended as I was figuring things out on the first level. Had to replay to get further, but maybe that's a game design decision!
🎤 FudgeFiddle
20. Apr 2020 · 13:43 UTC
@ioan-pop Probably oversight on my part. I made the first area with the title and controls to hopefully give people a chance to get a feel for things. During play testing I felt like there were too many money items and that it wasn't difficult enough but it's probably just because I played it over and over. Thank you for the feedback though!
bongo227
20. Apr 2020 · 13:48 UTC
I like the little sprites, and thanks for fixing the Linux build so quickly!

I do agree with on @goldenevolution regarding the controls, they are make or break for a platformer.
P1x3lc0w
20. Apr 2020 · 16:03 UTC
A solid platformer overall, the controls feel very floaty, which i think can work, but i don't feel like the game's levels worked with that very well, so i recommend making the physics a bit less floaty. Overall a very solid platformer tho.
Ege686
20. Apr 2020 · 16:08 UTC
I realy like the music. And of course the game too.
Owen Davies
21. Apr 2020 · 03:18 UTC
LOVE THE GAME! it feels so much like a classic platformer and is a good twist on the theme. One thing I might recommend is adding a bit of movement when you wall jump, away from the wall. It would just add to the feel more. Other than that AMAZING GAME!
🎤 FudgeFiddle
21. Apr 2020 · 12:39 UTC
@p1x3lc0w @ege686 @owen-davies Thank you all for your feedback I really appreciate it!
polegar
29. Apr 2020 · 20:21 UTC
Good complete game, with a nice intro/tutorial and loosing scene. And I always like to see games which are not created with Unity, thanks to that I can discover new library ! Nice job !
Empty Set
05. May 2020 · 06:48 UTC
The physics were much too floaty in my opinion - especially since your horizontal speed/acceleration is so high. You can cross the *entire width of a screen* in just one jump. This means you spend an uncomfortable amount of time waiting to slowly float down. The walljumps are a bit strange - they feel more like a wall climb rather than a jump, though wall climbing can work fine depending on the level design. In a game where platforming is essentially the only gameplay (no combat of any kind, minimal story, no other significant features beyond collectibles), it's hard not to be particularly harsh on the physics - those really have to feel right if they're gonna be the meat and potatoes of the game.
grena
05. May 2020 · 11:55 UTC
Love the theme of the game, keeping love high :)
But I think the game fails in its core controls: physic is really weird, and the more disturbing, wall jumps! You have to jump while going in the direction of the wall, this feels really bad and counter intuitive (think super meat boy), which makes the game harder than it should be. I think you should have allowed to jump wall when next to it, not on "hard contact", forcing the player to do some keyboard gymnastic. I think once the wall jump & weird physic fixed, this could be a nice little game :)