Secret of the Little Lamb by bigteddy
You are a ghost, trapped inside Evil Udolfs Castle. Every time you jump, you grow. But you can Shrink by activating powerups. Escape Evil Udolfs Castle.
Ratings
| Coolness | 45% | 1562 |
| Overall(Jam) | 2.83 | 919 |
| Audio(Jam) | 2.90 | 557 |
| Fun(Jam) | 2.50 | 970 |
| Graphics(Jam) | 2.52 | 903 |
| Humor(Jam) | 2.72 | 469 |
| Innovation(Jam) | 2.64 | 836 |
| Mood(Jam) | 3.11 | 602 |
| Theme(Jam) | 3.73 | 463 |
Looked fun to play, but the spikes are really unforgiving and it's kind of a drag to have to play through the tutorial (as in, wait for 30 secs) every time you die/make a wrong jump by one millisecond. The game looked pretty good and gave off the right atmosphere, and the music fit nicely with the whole. You got a very nice and complete base for a game, but next time try to make it a bit more forgiving or give a way to skip the introduction (or make the introduction more exciting).
I had the feeling that you could only activate the shrinking power while you're on the ground and not while jumping (= just colliding with the power up is not enough).
Since every now and then I felt the controls were not very responsive, I thought this was the reason. I was trying to get the power up as soon as possible so I'd hit "down" constantly, which probably messed up a lot of my jumps.
Again, nice little game! Congratulations!
Nice atmosphere and cute looking character!
1) I thought that making your hitbox grow when you jumped was clever; it's a punishment for unnecessary jumping, making it more tactical. Still, jumping is fun for players (it's a way to play around and "express" themselves during downtime, especially in rail-games like this), so some other way for players to express themselves would be nice.
2) Moving the character to the left of the screen would help give players more advance warning; you'll notice platformers like Mario shift the camera toward where you're going, since what's behind you usually isn't as important.
3) As folks said, restarting without the intro, letting players skip it, or even starting the jumping part of the level during the opening part (you can still deliver the story without slowing things down) would all help. Starting off with controls, and letting the narrative come after would probably work fine in that case.
Also music and sound effects were nicely fitting.
However I found the controls in combination with the collision detection a bit unfair. This would need some finetuning.
But it is a great entry with a nice use of the themes.