Steve can't jump by ubgamerpro
In a world where Steve can't jump, will he get through the hardships of figuring out to to complete a platformer without being able to jump, only time will tell.
Programming, art, etc By ubGamerPro
Music by SmokeyMcMexican
Programming, art, etc By ubGamerPro
Music by SmokeyMcMexican
| Web | http://gamejolt.com/games/steve-can-t-jump/113700 |
| Original URL | https://ludumdare.com/compo/ludum-dare-34/?action=preview&uid=55063 |
Ratings
| Coolness | 30% | 2001 |
| Overall(Jam) | 2.85 | 901 |
| Audio(Jam) | 2.92 | 552 |
| Fun(Jam) | 2.70 | 864 |
| Graphics(Jam) | 2.63 | 879 |
| Humor(Jam) | 2.44 | 631 |
| Innovation(Jam) | 3.07 | 567 |
| Mood(Jam) | 2.95 | 730 |
| Theme(Jam) | 3.59 | 600 |
I feel like this game would be much better if you were able to maintain momentum between jumps, and not get caught on the ground/ceiling so much. There were some parts where I thought it looked like a cool boost-loop thing and wound up just resulting in Steve bouncing against the walls and going nowhere. Despite this, it's a great entry. Well done!
The game often does not do what you expect it to do. Instead of boosting you the boosters often kill all your speed. You change direction very slowly, which makes the controls feel unresponsive. Small collisions with the ceiling sometimes also kill all your speed. On top of that the level design sometimes makes you redo big sections which then also involves a lot of walking (which is exaggerated by the fact that your walking speed is pretty slow); this is bad because if the player feels like their time is wasted they will very quickly loose motivation.
These are just a few points that I would address. Some of them are programming mistakes, so maybe you don't have to much experience with programming games. In that case even completing a game like this is already a big accomplishment! The design issues mentioned are things you should probably pay attention to while playtesting you own game. A single constant like player accelaration, maximum speed, gravity or jump strength can make a huge differece, so you want to make sure all of that is fine tuned thoroughly.
I like that you've designed the level as some labyrinth, with some dead ends, but some jumps are a bit frustrating and there are some collisions that got me kind of annoyed too. :P
But you can make quite some game with the base concept! Even putting some puzzles in it! :D