Way of the Dodo by chrismcmath

Jump, Roll and Sacrifice to save your dodo eggs from an invading force.
Controls
WASD/Arrow Keys/Joystick to MOVE
Space/Bottom Button to JUMP
Ctrl/E/Top Button to THROW
About
The game was inspired by the tragic Yoshi exploit in Super Mario World.
https://www.destructoid.com/the-memory-card-92-sacrificing-yoshi-201939.phtml
Ratings
| Overall | 128th | 3.923⭐ | 41🧑⚖️ |
| Fun | 77th | 3.925⭐ | 42🧑⚖️ |
| Innovation | 116th | 3.75⭐ | 42🧑⚖️ |
| Theme | 194th | 3.963⭐ | 42🧑⚖️ |
| Graphics | 265th | 3.988⭐ | 42🧑⚖️ |
| Audio | 105th | 3.872⭐ | 41🧑⚖️ |
| Humor | 84th | 3.9⭐ | 42🧑⚖️ |
| Mood | 163th | 3.788⭐ | 42🧑⚖️ |
| Given | 39🗳️ | 43🗨️ |
Stuck here...
[Update] ahh... just fly.
However controlls are sometimes stranges... Like if there were inertia or somathing like that...

The game was pleasant to look at. The music was a good choice--calming and fit the bouncing and fluttering around. The commitment on the jump required an adjustment but it was fine after that. I do think having more mid-air control when doing a stationary jump would have been good but it was never required--perhaps for that reason. The only true problem with the jump was that sometimes the dodo would get hit a ledge and lose all momentum but that's a nitpick for a game jam game.
If this was to become a full release I think that some work would have to be done with the double jump dodo launch. Having to make sure you're fully on the ground when you have a two stack of dodos could be annoying over a full game when you're trying to jump quickly and accidentally trigger a double jump. Maybe double jump having its own dedicated key.
Continuing that thought: the stacking dodos makes me think of a different, more puzzle-like direction that this could go in instead of platforming levels. Each puzzle room/screen would have a set amount of dodos that pop out and you have to manage that stack to perform a task--maybe get to the egg. So if five dodos pop out of the whole you can stack them all and have tasks based around that height. Maybe sacrificing some along the way to get the full stack to fit under a low ceiling, or being able to switch between which dodo that you control and needing to work together--single player co-op with a team of the birds. The flutter ability getting stronger with each dodo could be explored there too. It just dawned on me that it's another Yoshi reference as well, haha.
I appreciated that this was a full level and wasn't over after a minute. It was an actual exploration of the mechanics you made for the jam. Good work.
Maybe slowing down the movement when you release the key if you don't want a full control of the jump while you're in the air.
Also, as you made the game in unity, if you want to avoid the dodo being stuck against a wall and not falling down you can add a physic material with everything at 0 on it and apply to the terrain and dodo. If this was intentional, forget what I said!
I'm sure without this movement problem I'd like it though.
If you are using some sort of stock physics engine for your platformer movement I would highly recommend trying to implement your own movement instead as 2d platformers just tend to not conform to normal rigidbody physics well. I did this for our team's LD43 game to great effect and was able to end up with a very tight and responsive movement system [/end shameless plug]
Hopefully jumping around and walking should feel less awkward than actual Dodo birds =P
I didn't mind the collectathon gameplay, but I feel like the jumping physics are kinda off. Sometimes I jumped too far, sometimes I didn't jump far enough. Sometimes I'd double-jump and gain barely any height at all. I tried one jump about fifteen times, and then gave up and stopped playing. Getting the jumping physics right is pretty important for a platform game.
This is a good game, don't get me wrong. It's just a shame that it's let down by the wonky physics, otherwise it'd be great.