platformEGG by Artyom Volkov

About
Here is a platformer and here is an egg, platformEGG!
This game is a small platformer where you play as a ninja frog, who needs to bring an egg to finish line. Avoiding a lot of traps without dying or breaking the egg.
Sounds easy? Not for the ninja frog, as if she carries the egg, she can't jump. Luckily, she can throw the egg.
Controls
You can play both keyboard and gamepad.
Keyboard
- Move - A, D or Arrows
- Jump - Space
- Interact - E or RMB
- Throw - Shift or LMB
Gamepad
- Move - D-pad or Left stick
- Jump - Cross(PS4)/A(Xbox)
- Interact - Triangle(PS4)/Y(Xbox) or Circle/B
- Throw - Square(PS4)/X(Xbox) or R1(PS4)/RB(Xbox)
Team
For the majority of the team this is the very first jam. And we hope you'll enjoy our game as well as we.
Honored mentions
This gorgeous art was made by pixel frog and you can download it here.
| Youtube | https://tricky-fat-cat.itch.io/platformegg |
| Youtube | https://tricky-fat-cat.itch.io/platformegg |
| Original URL | https://ldjam.com/events/ludum-dare/46/platformegg |
Ratings
| Overall | 634th | 3.748⭐ | 329🧑⚖️ |
| Fun | 651th | 3.607⭐ | 328🧑⚖️ |
| Innovation | 1532th | 3.13⭐ | 328🧑⚖️ |
| Theme | 1329th | 3.611⭐ | 327🧑⚖️ |
| Audio | 316th | 3.834⭐ | 328🧑⚖️ |
| Mood | 861th | 3.584⭐ | 322🧑⚖️ |
| Given | 135🗳️ | 177🗨️ |
Cool looking, nice sounds, really hard! I'll definitely play it again to finish it!
But it is very hard to finish. So I did not:D
Good Work.
@ilimanic could you describe how you've get this error, please?
I'm sure you're tired of this feedback already, but the restarting is absolutely brutal, forcing me to stop on level 4 despite wanting to finish the game. You mention that couldn't because you were focused on polish, but personally I would've considered this a priority as gameplay comes before polish and this will affect people's ability to play your game. It kills me that I can't finish this otherwise fantastic game.
It's a bit clunky having to press 'E' to finish the level. I'd like to have just walked through the exit. I think I would prefer if toss and grab were the same button. I kept getting confused with which I should press. And it's difficult to grab the egg while walking right since 'E' is grab. Which would cause me to stop walking to grab, not as exciting in a platformer. :)
On the third level, you introduce the moving saw blades. You place the first one on the floor with the player, leaving the player a tiny little area at the start where they can safely stand. I took surprise damage because I walked into the middle of the room to get a better view of all the mechanics (I mean, the view doesn't change for me personally but I think it's a fairly common thing to do) and I didn't know that the saw blades even moved. When you introduce a mechanic, I think it's important to give the player plenty of area to safely observe the mechanic.
@rk3omega thanks for such a detailed feedback.
It's too hard for me, and I had to give up at level 4, but I still enjoyed the attempts.
(And yes, sorry for repeating what everyone else has said, but getting sent back to the first level is absolutely punishing - nevertheless, fun well-made entry and good work :))
Very polished graphics and fun platforming. The inertia was a bit wonky at times. Sometimes it felt like I couldn't change direction mid-air.
I didn't really like how taking hits threw me (and the egg) around, making me lose more life.
Love everythings : graphics, music, gameplay and it's fun !
Congratulation !
I'd love to restart the level when i died (what i did a lot ;p)
loved the gameplay and music!
I think this might be because the developers play a lot of WASD+Mouse games. Being used to those games must help, but for me it's not intuitive at all. Z+X+C would've been better for me.
I can see the basic idea and how the game works looking past that issue though. I'd just like the game for me to be hard because of the levels and not because of me trying to figure out what button does what and which finger was it again that made it happen, like a little child learning to play for the first time, lol :D
Cool thing is you can play it with controller!
I'll need to try this with a controller, it's quite hard for me with the keyboard. I think restarting the whole game is really punishing for a death, but maybe it's just me ? Holy shit, just saw this was a first game jam for most people on your team, that's even better !
@colinbellino for me it's the third Ludum Dare. But it's my very first cohesive platformer and Godot Game
After few levels it stats to be very hard for me, unfortunetly I am not hardcore player of platformers so I cant beat the game. Anyway I like that art and music :)
The only issue I had was the gameplay speed. It felt very fast and the jumps were often times too difficult in consequence. There MIGHT be an issue with framerates higher than 60. I run on 144hz monitors and the browser games in will therefore run in 144fps. Even the asset animations are faster than in your presentation gifs.
Music was excellent.
I think the levels are accurately balanced. Starting with simple levels presenting the controls and mechanics to the player, and later on, getting more difficult. I know it was mentioned in the comments above, but the only thing that kind of threw me off the immersion was the saving system. Starting all over is quite brutal and makes the game more challenging.
I like the idea of not being able to jump with the egg. This mechanics is forcing players to make more strategic moves. Also, giving egg "life points" is a great idea! Overall the game feels very polished. I enjoy playing it!
Great job! I will definitely come back to finish the game later!
Btw the browser version doesn't work on safari, I tried opening it a few times before switching to chrome.
I like how you can't jump with the egg, it's a nice touch to the game plus I enjoy throwing eggs around!
Checkpoints would be nice, tho..
Maybe if it was some more heavy object (dunno, a metal egg??) maybe it will feel more natural...
Or maybe just some sort of feedback that keep reminding the player that it can't jump... Maybe it's even better than my first idea...
Oh, and the game was great... (For the little that i have played...)
Starting from the beginning is rough, as well as having different controls for picking up and dropping the egg left me wanting.
A very fun entry, thank you for making it!!
Tip : But so more buttons for control. Need to redisign. Only WASD + Mouse.
:v:
The game is a bit hard tho
Great job overall !
I don't get why there are no checkpoints and you need to play through the tutorial every time you die
The gameplay was a bit hard for me, but I enjoyed playing.
Keep up the good work!
What are pineapples for?
I understand the idea of not letting the player jump when holding the egg but I feel like it breaks flow a bit.
I think it has a lot of potential, keep it up.
-This game seems to be designed with gamepad in mind, but I'm playing on keyboard and the control scheme choices are really weird. Imagine using Shift, SPACE, E, A, and D simultaneously. I can't even figure out what finger combination that would possibly be. Even with using arrow keys, the left hand will still be using Shift, Space, and E, which is also a very confusing combination. Giving the player the mouse option makes no sense either as mouse position plays no part in the game play. A cleaner control scheme would be something like A/D to move, W to jump, J to pick up, and K to throw. This would make it more familiar to players and much more enjoyable. Options are nice, but having a clean and concise intended control scheme helps a first time player a lot.
-I couldn't get very far, but it seemed really punishing. I honestly can't get past the saws since they seemed to combo me and jumps feel tight. Starting over from the beginning also seems to be over the top considering the context.
-Pressing 'E' to continue seems weird. I feel like it should just auto continue.
-Having the rule of not being able to jump with the egg feels unintuitive. Maybe adding some visual to show that its weighing the player down for some reason would help.
To me it lied mostly in details, like taking damage launches you way too far and can get you in a damage loop easily, or having some hazards perfectly synced while others aren't (which makes timing jumps difficult). Having to start over entirely was really dicouraging too.
Still, good work to your team !
Very challenging though and I personally, as I suck at platformers ;), would love some checkpoint system.
Polished, interesting concept with potential for expansion. A bit clunky and unforgiving checkpoints-wise, which, combined, makes the game hard to get to the end of (and not for purely challenging reasons). We want to see the rest of your game! Give a newer player a li'l more support, that's all. :)
A bit too hard due to the controls mappings, but overall insane entry. Good job !
I got to level 4 but it's just too much work for me to continue.
Really unforgiving that you have to start from the beginning when you die. But I like it, makes me want to beat the game!! Couldn't get past the third level though :(
However gameplay-wise I have to agree with others, this get's way too hard way to fast.
I would increase the difficulty gradually, and in the first "real" level I wasn't really sure how the hitboxes of the objects work. All in all I felt way more fragile than the egg, lol.
Maybe I should be protected by the egg, haha
Unless you want to go for that Dark Souls vibe ;)
I think you should work an this as it really is nice, the music was great and the sprites top notch.
The frog as a ninja reminded me of the ninja turtle while still being unique, had me laugh, good job.
The controls felt nice and I like that you added Gamepad Support, a lot of games on here feel weird and wrong with keyboard and mouse controls only when they feel like they should be played with a controller (which is okay though because Gamejam) so well done for providing controller support
Music didn't work in WebGL btw, I almost didn't rate you for that, maybe fix that because most lazy people will choose to pay WebGL ;)
All in all, a great work, you can be proud of yourselfes!
That said, I still couldn't get past the fourth level! :( With such tight platforming, it would have been nice to be able to retry whatever level killed me. Even though I was having fun when I got to experience new content, the amount of time that I was spending on the tutorial and level that I'd already beaten was just too much for me.
I also had a hard time wrapping my hands around the keyboard controls - It felt like my left hand was overburdened, as all the controls (WASD, E, Shift, and Space) were mapped to keys that my left hand hit, and my right hand wasn't doing anything.
Overall though, this was definitely a fun game, and a great concept! :) There's a lot of potential here for really neat platforming challenges, and you have very charming well-polished graphics and sound! Great job!
Art and audio were awesome too. Overall great job. :thumbsup:
The audio was just perfect!
I like the music, the gameplay works well. Control (with xbox controller) are not very intuitive, it would be awesome if player can change it.
Overall, this game is master piece !
I'm not really a fun of platformers, but it was great done.
1. I don't enjoy restarting the game every time, it doesn't make a whole lot of sense because HP resets between levels.
2. There should be a timer where you don't take knockback on the saws for a short period of time because I got stuck in a few corners where it just kept hitting me when I'd expect a way to jump out
3. The trajectory of the egg took some getting used to. Not necessarily a complaint as I'm not sure what could be done here, but for how unforgiving the game is, it was frustrating having to guess if the egg could make a throw.
Graphics were pretty good, very polished. Audio was pretty good as well. Game was fun except for the hardcore mode feature, I would much prefer to turn this off personally even though I know some people enjoy it. All in all, great job, the egg mechanic was done very well and it was all super polished.
Audio queues, music, graphics, etc so well done, its hard to comment anything negatively except maybe having a volume slider option.
Loved that you have beginning levels that basically are the main menu and tutorial space combined, it perfectly introduces the mechanics of throwing and jumping and lets you play with the character movement to get the feel -- PERFECT. Throwing the egg past obstacles to safety, since you can't jump, while also keeping frog ninja safe is a very interesting mechanic and I enjoyed! This has speed running potential. I didn't quite have the patience to finish with all the pineapples. The game play feels much nicer on game pad using Dpad and Square/Triangle for egg toss and X for jump (DualShock 4). The jump and movement and air-control feels responsive is very well done. Minor frustration with not being able to land on some platform corners pixel-perfectly to avoid the saw blades, but that could just be the intention. I really enjoyed it, nice work and lots of future potential!
I found the fail state really punishing. I wish a fail would just restart the level instead of restarting the whole game. I really wanted to finish the game but gave up after having to redo the same levels a few times. I also found the timing of the trap movement really odd and hard to parse which added to the frustration of the hard fail state.
Overall though its a really solid submission. Awesome job!
The game as kinda hard and restarting all the way from the start is harsh.
Anyway, it is a extremelly well done game, congratulations!
Literally I'd change only two things. Throwing the egg feels unpredictable. I never know where it's gonna land, especially for levels where you need to throw it to a platform above yourself. It's weird and it cost me several replays. The other thing being forced to replay all levels when dying on any.
Other than that, one of the best entries I've played this LD.
Keep up the good work.
The timing on the moving parts was really neat , is everything tied to as single variable for position?
I've tried doing platform stuff before with specific / related timings on hazards, but nothing as crisp as this, props for that! :v:
Congratulations for the game.
Super polished though, you can tell a lot of work has gone into this. The screen transitions with that fade out really stand out. Well done!
Everything else was great though, loved the graphics and audio, I especially liked how the view zoomed out on larger levels.
Overall though, great entry. I especially like the music and the sweet cross fade.
But a first it's very hard to correctly avoid the spiky and sharply stuff and the restart to beginning is frustrating. Also the hit box could be a bit smaller so it's a bit more forgiving (e.g. for the boulder if I'm not almost exactly between them I got hit).
Challenging but fun - this is a difficult game that's satifying to learn and improve at. Graphics and sound were great, it's a neat idea I haven't seen before... This is one of those rare entries that gets high marks in each and every category.
PlatformEGG is really polished, with little details like random scrolling backgrounds each time you play, secret pineapples (although I'll have to trust the devs on this since I haven't found any yet!) and several things have idling animations.
The controls are really well made, you can chain together very quick sequences of pickup/drop/jump to speed through sections.
Thanks for the game, this was awesome!
Player control feels good, but a bit extreme!
However, I felt that the levels got way too hard to fast! That, combined with the game restarting from the beginning made it a bit frustrating to play :(
The saws moved very quickly without much warning, and were a bit hard to predict - that combined with them being in an area where you don't have much room to move around when they're first introduced made it pretty hard, whereas the swinging things in the level after felt much better! They were nice and predictable and worked really well!
I might've preferred having throw/jump on the same key? Ended up pressing the one wrong a bunch, but also I might've ended up throwing it when I wanted to jump otherwise, so not sure! I kept pressing the wrong key a bunch tho!
A bit more health would've been nice, and I frequently got stuck with either me / the egg endlessly bouncing around when hit!
Despite that, really good work! A few minor tweaks to the level design / difficulty would go a long way in making this a 5/5 entry!
I don't know if it is a problem with itch.io, but the games I played until today never really close when I use "exit" (like this image). Is it an error in itch.io?
I'm still playing... :)

Só passando para falar que poderia ser uma boa identificar que o controle (joystick) está conectado e alterar o termo "E" para o respectivo botão (se for possível). Sei que há diferentes botões para diferentes tipos de controle, então complica fazer algo mapeável e tal.
I'm still playing.
Just to mention that it could be a good idea to identify that the control (joystick) is connected and change the term "E" for the respective button (if possible). I know that there are different buttons for different types of control, so it complicates doing something mappable and such.

1 - Mecânicas, Aprendizado e Fluxo:
Trata-se de um jogo plataforma com o objetivo de "escoltar" o objeto vivo até o ponto de chegada (saída do estágio, final do nível).
Sinto que o pulo não é muito fácil de controlar (como se o personagem escorregasse um pouco da minha mão). Não sei se é o tamanho da caixa de colisão, ou algum tipo de uso de física que mantém o personagem em movimento.
Também tenho que dizer que ter que recomeçar tudo de novo é uma punição muito severa, talvez seja algo que majore a sensação de perder o controle do personagem do jogador (PdJ).
Aprender a jogar é algo fácil e facilitado pelo jogo. Antes de jogar é possível controlar o personagem e está tudo muito bem disposto na tela.
O fluxo de jogo é de desafio crescente, então creio que esteja ajustado (apenas o fato de ter que recomeçar tudo outra vez que acaba gerando desconforto e quebra da imersão).
2 - Gráficos, Áudio e Narrativa:
Os gráficos ficaram bons e engraçados, especialmente considerando o tempo de Ludum Dare. Não vi bons motivos para pedir para melhorar alguma coisa, senão (quem sabe) uma fonte para as letras que fazem parte do tutorial.
O áudio para a curta sessão de jogo que tive ficou ótimo. Creio que o volume dos efeitos sonoros esteja alto, isso pode assustar um pouco (a mim por exemplo). Sei que dá uma "jovialidade", mas poderia deixar a trilha sonora se destacar mais assim.
A narrativa é bem simples, não tendo sido o foco do projeto até agora. Algo que poderia ser resolvido sem grandes problemas (ao meu ver), fora do tempo do evento. :)
3 - Cultura:
O personagem principal me lembra muito um meme da Internet (creio que tenha sido uma referência). Hahahahah.
Acredito que enquanto plataforma de escolta de entidade viva, o jogo possa encontrar um nicho. Especialmente se a cada conjunto de níveis esse ovo "chocar" e a gente ganhar uma nova habilidade ou um novo personagem jogável.
Quem sabe isso leve o jogo a diversas e diferentes mecânicas e narrativas na passagem dos ciclos da vida (divagando um pouco).
4 - Monetização:
Creio que uma vez polido e estendido, o jogo possa vender para stores como Steam.
1 - Mechanics, Learning and Flow:
It is a platform game with the objective of "escorting" the living object to the point of arrival (exit from the stage, end of level).
I feel that the jump is not very easy to control (as if the character slips a little from my hand). I don't know if it's the size of the collision box, or some kind of use of physics that keeps the character moving.
I also have to say that having to start all over again is a very severe punishment, perhaps something that enhances the feeling of losing control of the player's character (PC).
Learning to play is easy and facilitated by the game. Before playing it is possible to control the character and everything is very well arranged on the screen.
The game flow is of increasing challenge, so I think it is adjusted (just the fact that I have to start all over again that ends up causing discomfort and breaking the immersion).
2 - Graphics, Audio and Narrative:
The graphics were nice and funny, especially considering Ludum Dare's time. I didn't see any good reasons to ask to improve something, except (who knows) a font for the lyrics that are part of the tutorial.
The audio for the short game session I had was great. I think the volume of the sound effects is high, it can be a little scary (for me, for example). I know it gives a "joviality", but I could let the soundtrack stand out more like this.
The narrative is very simple, and has not been the focus of the project until now. Something that could be solved without major problems (in my view), outside the time of the event. :)
3 - Culture:
The main character reminds me a lot of an Internet meme (I think it was a reference). Hahahahah.
I believe that as a live entity escort platform, the game can find a niche. Especially if at each set of levels this egg "hatches" and we gain a new skill or a new playable character.
Maybe this will take the game to different and different mechanics and narratives in the passage of the cycles of life (digressing a little).
4 - Monetization:
I believe that once polished and extended, the game can sell to stores like Steam.
Let's start by the music. It's really groovy and old school-ish and it fits reeeeally well with the game. The game over clip reminded me a bit the coffin meme.^^ The SFX are also nice.
Graphics and animation are really great too. Old school, stylish, well polished.
As for the gameplay, it's pretty great too. Controls are correct, the character moves maybe a little bit too much, I feel like it makes the movements a bit inaccurate but it's not gamebreaking at all. Adding a key to restart the level would be great. ^^
Well, good good job guys, I would totally play more levels of your game! Impressive, well made, polished. Wow! :)
Beautiful game, nice sfx and cool transitions, loved that pixel-art!
If you’d like to rewatch the playthrough, you can find it here:
https://www.twitch.tv/videos/615928274?t=1h46m26s
Good luck on your ratings, see you next LD! :D
💜 Elysia Griffin AKA Button Feedback Lady
https://www.twitch.tv/elysiagriffin
The gameplay is very intuitive and quite fun.
I also was quite annoyed by the moving obstacles as some weren't nicely timed -- I would normally blame design but I don't really mind since this is a jam game.
It's one of my favourite entries from this jam!
My sounds were replaced...
**. . .**
It wasn't made by a team, it was made by one or two people.
I feel that MAYBE the team, my and their feelings were just an afterthought.
I would be happier to make a "worse" game with our work, than to make a "better" game almost all from pre-made things.
Like 60% of all work was pointless, replaceable in this jam. In this "team".
I'm feel bad for feeling sorry, that I couldn't make those ideal sounds.
I'm happy that I couldn't make music for this cursed game.
I have disbanded teams before jams' first day, but they were nothing like this.
I'm surprised that it didn't ended for me after the jam, even if I participated only on the first day.
That day my sounds were replaced.
I shall REPLACE this team, for a TEAM.
That's the end.