California Jane by fivenamefivesocks

★★ https://fivenamefivesocks.itch.io/california-jane ★★
After years of research and exploration, the undauntable adventurer California Jane has finally found the relic she was seeking for her entire life: the Amulet of Everlasting Eternal Immortality. The legend says that the bearer would be given power over Time and Death. That should come handy, given the fact that an ancient temple is collapsing over her head!
California Jane is a Turn-Based Puzzle Game, where the floor is collapsing, walls are trapped and you're chased by ancient mummies.
★ Controls:
Move & Push: ARROW or WASD keys
Jump: Hold SPACEBAR or LEFT CTRL + Direction
Restart: R
★ Credits:
Zylvaingue (Dev, Game design, Technical artist) https://twitter.com/Zylvaingue
Jean Werkling (Game design, Level design, CATERING <3)
Grizzly Cogs (Music, Sounddesign, Dev) https://grizzlycogs.bandcamp.com/
Pauline Grassi (Character design, Animation, Illustration) https://twitter.com/_Kinseis
nonamenosocks (Background artist) https://twitter.com/NoNameNoSocks



| HTML5 (web) | https://fivenamefivesocks.itch.io/california-jane |
| Original URL | https://ldjam.com/events/ludum-dare/42/california-jane |
Ratings
| Overall | 9th | 4.339⭐ | 126🧑⚖️ |
| Fun | 13th | 4.218⭐ | 128🧑⚖️ |
| Innovation | 257th | 3.556⭐ | 127🧑⚖️ |
| Theme | 307th | 3.821⭐ | 128🧑⚖️ |
| Graphics | 9th | 4.681⭐ | 129🧑⚖️ |
| Audio | 9th | 4.331⭐ | 126🧑⚖️ |
| Humor | 232th | 3.356⭐ | 106🧑⚖️ |
| Mood | 23th | 4.227⭐ | 121🧑⚖️ |
| Given | 85🗳️ | 72🗨️ |
@maoap we are planning on doing more levels ! If you liked the music, you can follow our sound artist on Bandcamp here https://grizzlycogs.bandcamp.com/ :)
@anstabo we choose a manual jump to allow multiple options for the player ( a rock can be pushed or jumped over for exemple) for the tiles, thanks for your feedback ! We'll look at it :)
Congratulations!
@huskitch Thanks ! Hope you enjoyed !
@jimmyc Thank you :) we worked hard to finish it in 3 days ^^'
Minor stuff: The tiles were mentioned before -- I was confused for a bit at the start between the 2 broken tiles. Another minor visual design: The block walls (the ones that can trap you) look like the same height as the idols, so feels weird that I can jump the idol but not the blocks.
A little annoying: The controls were kinda annoying. I get that you wanted to allow the player to press and hold? But a lot of times I wanted to move one tile or land on that tile after jumping, but I moved one extra tile forward.
But all in all, this is an awesome game! Good job :D
@ical We aim to release more levels and a mobile version, stay tuned ! :)
@gaming-night @artbohr @synfoniz Thanks a lot ! we really enjoyed making this game and are very happy to hear that people enjoy playing it ! Our graphic artists put a lot of efforts in it, thanks for the nice comments ! :)
I think it could benefit from some refining of the controls(jump mechanic) but if not, I think a player that is really invested in the game could get used to it.
I like the inclusion of a timer. It gave a greater sense of urgency that made me want to get through levels more quickly and I found myself playing for longer than intended. Good job!
good job :<<<<
The take on the theme is not original per se, but the levels are great and there are so many of them, each very different.
For the life of me, I can't finish the level 19 : I can push the sleeping mummy head on a broken tile without it collapsing, but I can't push it if it's awake (it immediately collapses under its feet). Is that normal ? Am I juste dumb ?
Edit : Woo ! I finally got it. I was just dumb.
The audio and graphics are also fantastic!
Your team made a great work!!
Thanks everyone for your comments and feedback, we try to test every of your games, and give feedback :) we are delighted to see such nice comments, we will launch more levels in the future so if you enjoyed stay tuned :)
Bisous !
Otherwise its outstanding and absolutely amazing! Grat job
I'm curious about the torch light. Is there a bloom shader involved or just sprites?
(ノ・∀・)ノ -( BTW )
We also have an HTML5 entry if you want to play it and rate it.
You probably know this, but there's a jump bug, sometimes adventurer stucks on a tile and can't jump over a void tile.
I don't like the timer feature, or end level scoring in general, they're a turn off to me as they feel like artificial noisy content. This is just a personal complaint about casual puzzle game design in general, I know many people are fond of these kinds of features. Lastly, an undo option is IMO a bare minimum quality of life feature for these kinds of games, hopefully you'll add one in an update.
I appreciate the in-game logic/justification for the restart system, that's a nice touch!
Re: end level scoring, the coins could be an interesting idea if collecting them was a noticeably harder/different solution than just getting to the end without them. However, it always felt like they were on the main path and no harder to collect than it was to finish the level, so i don't get the design choice.
Anyway, again - really awesome work, and some solid puzzles. :)
And could you provide some kind of level selection? I would like to restart a level in which I couldn't seem to get all the coins. Oh and it *is* possible to collect all of them, isn't it?
**Good use of "flare" effects**: particles, camera shakes, and other user input reinforcement.
I **wasn't super fond of keypress delay**... I somehow ended up simultaneously wishing the "lockout period" between inputs was shorter (when I knew what I was doing and hitting keys faster than it would register) and longer (when I would accidentally trigger the keypress multiple times and lose the level). I found myself "solving" a level, and then spending an extra run or two "executing" the level, which is a little annoying as a player. Maybe you can queue keypresses, and execute each after the animation, so none get missed?
**Audio and music were good** for a game jam. I liked the "reset" noise; it fit nicely with the music at any point in the track.
Gameplay-wise, you introduced and developed an **impressive array of obstacles** and interactions. When I first opened the game, I thought "okay, I've played enough GBA Pokemon games to know where this is going". However, it quickly moved past the more cliche crumbly-floor and pushy-block mechanics (I especially liked jumps as a resource, really making you plan out your route... good design). There were also just an **impressive number of levels,** and I didn't think any mechanic was really under-developed by the end.
Well done! High marks.
C'est très impressionnant pour un jeu de jam. Je me suis arrêté au bout d'un moment parce que j'ai appuyé sur échap au lieu de "R" et ça m'a renvoyé au menu et je n'avais pas le courage de tout recommencer, mais je suis arrivé un peu après la découverte des boutons poussoirs. Les graphismes sont vraiment stylés, l'audio accompagne bien le jeu, le gameplay est simple et donc immédiatement compréhensible et vous introduisez beaucoup de nouvelles mécaniques au fur et à mesure de la partie et le jeu a l'air assez long. J'ai peut être juste trouvé le démarrage un peu long car trop facile. J'ai remarqué que parfois j'avais du mal avec le timing des sauts, mon personnage finissait souvent par continuer d'une case dans la direction du saut alors que ce n'était pas ce que je voulais. Mais là c'est vraiment pour pinailler, au final c'est vraiment un super boulot et c'est assez fou d'avoir sorti un truc aussi polish en si peu de temps.
Only one thing, the controls. They have a bit delay sometimes and the jump is a bit strange because u only can use it in some situations.
Nice work!
I might play it in a year or two, but not before I install a browser that supports it.
1) Controls felt a bit finicky for me - i kept overshooting where I wanted to go
2) really felt that it was missing some kind of "entering the door" animation at the end of the level. It felt a bit out of place to get the "level finished" message when I was just standing in front of the exit door.
3) Not sure I got the running out of space theme - is it that the ground is collapsing?
Anyway, amazing game! :)
One thing I hated very much: the pixel scaling. If you go through the trouble of making pretty pixel art, why ruin it by mixing it with non-pixel-arty effects? I get that the character looks more expressive if you do a stretch / squeeze tween, but there are ways around that – scale with nearest-neighbour so the pixel size remains the same as that of the background, or draw more frames (more work obviously). I know I'm just a bit purist in this but still :)
Now, apart from that: great game. The graphic assets themselves were fitting and coherent. I noticed a graphics glitch where a trapped wall could move behind a golden idol even though it shouldn't have but oh well. It was generally clear what I was looking at and this is very important for a puzzle game.
The music was pleasant and didn't get old, the sound effects also worked nicely.
I had a minor gripe with the controls: a lot of the time when I would jump, the character would move an extra tile in the same direction as the jump AFTER the jump. I think given that the jump is a rare commodity and this is a turn-based game, so moves should be careful, I think it would make sense to never allow multiple moves like this. Maybe add some sort of short delay where inputs are not processed immediately after a jump?
As for the puzzle mechanics, they are nice and simple, though I've seen the exact same gameplay (with some more involved block pushing mechanics) in [CubiCo](https://ldjam.com/events/ludum-dare/42/cubico) for this LD as well. The levels followed a nice and smooth difficulty curve for the most part. The only level I was stuck on for much longer than the others was level 19. I think it wasn't clear to me from the previous levels that a mummy walking into a wall would stay in place? Apart from that I would actually enjoy more challenging levels – making a level larger is not necessarily the way to go, but it can be frustrating, especially when there is no way to scroll the camera so you can see and plan ahead. With the mechanics you have there is already a lot you could pack into a tiny level :)
Overall this is great, I think you will get good results!
The game wasn't too difficult and had a fair difficulty curve which I really liked.
One small critique was that to restart the game I had to press two buttons instead of just restarting immediately.
Overall I really enjoyed this entry. Fantastic job!