Jump Alone by robitstudios

[raw]
made by robitstudios for LD22 (JAM)
"When I think of term "alone," I think of the
blessing and curse of the human condition. As
subjective beings, we can never totally get
outside of ourselves, and no one else can
truly get in our heads. We are, each of us,
lone thinking things. The blessing is the
freedom we have in this space between our
ears; the curse is the loneliness. Our art
and creations can be seen as expressions that
can never be entirely comprehended, or as
gifts to others to use their freedom and
experiences to absorb that art and make it
their own.

Anyway, what a load of shit."

-- Robert Ellis

Ratings

Coolness 0% 685
Overall(Jam) 3.15 28
Audio(Jam) 3.50 15
Fun(Jam) 2.00 117
Graphics(Jam) 3.31 48
Humor(Jam) 1.78 85
Innovation(Jam) 3.46 11
Mood(Jam) 2.18 81
Theme(Jam) 2.38 85

Feedback

89cookies
20. Dec 2011 · 01:43 UTC
I don't even want to imagine the harder difficulties :P
Hazard
20. Dec 2011 · 10:44 UTC
Being able to pass through things while jumping is a nice gameplay idea, but not being able to see platforms during the jump just makes the game artificially difficult and takes away the fun, at least for me.
namrog84
22. Dec 2011 · 05:25 UTC
Q or esc should quit the game?

Perhaps offer a slight ghosting or fading away of the platforms in the alternate view? for an easier mode

The movement/acceleration thing sometimes was a little annoying, needs tweaking.
Sounds/tune/graphics everything artistic and idea was all spot on though. Just needed gameplay polishing. :D

I only found alt f4 works and to me that's inappropriate way to shut down?
Benjamin
22. Dec 2011 · 19:50 UTC
I like the idea of double-view for jumping, but the difficulty is too high.
KevinZuhn
27. Dec 2011 · 02:18 UTC
I think the disappearing mechanic is neat(and using the bombs on unseen enemies was pretty cool). The art was nice and I liked the dynamic music!
My problem isn't that the game is difficult, it's that it's unforgiving. With a mechanic that guarantees me a spiky death on most plays it's troublesome to start over from the beginning after every mistake. In most die-by-spikes games you have very fast and responsive movement, so you don't lose much time, but this game requires very slow and thoughtful movement since you spend half of it blind. It would be nice to have either a health bar or checkpoints to mitigate that. It's annoying that moving platforms never reset, so my only option is to die when I've botched one of those segments.
Still, an interesting game, it'd be fun to see more of it.
Kelly Thomas
29. Dec 2011 · 04:02 UTC
Others have address the gameplay, i'll focus on the interface.

I liked the scaling options, but found the menu text to be clipped.

I also feel a quit key is in order, I feel that if I need to end task then the developer missed an important feature.
binary_girl
31. Dec 2011 · 15:58 UTC
i agree with most.. love the idea..bit too difficult.. menu was clipped and had to end task.. really good otherwise :)
zairon
05. Jan 2012 · 01:26 UTC
I don't mind the platforms disappearing when you enter subspace, but it is unfair moving the background once you do jump. If you kept the playfield static while jumping, then I think I would have a chance to hit my jump target. I guess that the platforms disappearing is an interesting mechanic, but I don't see many ways to make it work without being just too hard (at least for someone bad at platformers like me).
blahoink
05. Jan 2012 · 01:27 UTC
agh. some really nice art and music but the difficulty ruined it for me
Maato
05. Jan 2012 · 03:22 UTC
I liked this game, very difficult but fun. In the beginning the invisible platforms made even simple jumps hard, but after a couple of minutes of practice it became a lot easier. The harder difficulty kind of forces you to do a speed run of the levels (to avoid getting killed by the bees), which was kind of fun as well.
Vilborg
07. Jan 2012 · 20:57 UTC
Very innovative concept, but I'm going to have to agree with KevinZuhn that the execution could use more polish.