Leap Of Faith by ryan123rudder
Finally! A glimpse of freedom! Leap Of Faith is about a fish who escapes the fish bowl and makes a break for the ocean. Jump from pond to pond and through people's houses to reach our goal. Careful, the game is not easy, and you may want to give up :) Good luck!
Instructions:
- Drag backwards to bring up a power indicator, showing the direction and force in which your fish will fly
- Move right until you reach the ocean, but be careful, it gets weird
- Don't run out of oxygen, and stop in water (any water) to restart the O2 bar
- Be free!
Credits:
- Programming/Game Design: Cipherix
- Art: JukeBoxTheGhosts
- Music: Borkakke
Change Log (bugs only):
- Fixed bug: Not able to leave starting fish bowl
- Fixed bug: Getting stuck in toilets
- Fixed bug: Window missing on 5th house (made the game impossible whoops)
- Fixed bug: Sometimes the player would stop being able to shoot

Hopefully you all enjoy!
Public Road Map on Trello
IF YOU FINISH THE GAME, TAKE A SCREENSHOT AND PUT IT IN THE COMMENTS. I WILL DROP A SHOUTOUT TO YOU ON THIS PAGE
Finishers:
@ryan123rudder (and the rest of the dev team)
@notan-lemon (first non-dev to finish)
@joe40001 (https://www.twitch.tv/mrmoxie)
Ratings
| Overall | 1087th | 3.551⭐ | 101🧑⚖️ |
| Fun | 622th | 3.626⭐ | 101🧑⚖️ |
| Innovation | 1036th | 3.378⭐ | 100🧑⚖️ |
| Theme | 872th | 3.808⭐ | 101🧑⚖️ |
| Graphics | 1677th | 3.273⭐ | 101🧑⚖️ |
| Audio | 1123th | 3.142⭐ | 97🧑⚖️ |
| Humor | 535th | 3.469⭐ | 99🧑⚖️ |
| Given | 101🗳️ | 71🗨️ |
I was confused at the beginning how to get out of my fishbowl. But once i managed to get out I was free to flop about to my heart's content. Good job!
The toilet is made so that if you land in it, you can only move to the left, although I'm considering changing that, as several people have voiced a dislike of that.
I really like that "spicy" poster lol
@curtamyth Thank you so much! I've been thinking about adding checkpoints at the bonds, and making them a little bit rarer. Not sure yet. Thank you for the feedback!
@nehvis Your comment almost made me change the game name on ludum dare, but I realized I'd have to change it in game too, which probably wouldn't be allowed. Maybe after the jam though :)
@dfva Thank you! Would you be able to expand on what you mean with the balance? What parts felt that way? I plan on continuing development after the jam is over, so I'd love to try and fix it
@finn-tr Thank you!
@cancerous currently working on a bug fix for just that :)
The only issue I had was that it feels good to interact with a game, and you aren't able to interact with your fish for much of the time you spend in the game, because the little guy is so bouncy and you can only launch him when he is still. I'd like to be able to launch him when he is still moving a little, to get something more crazy and fast-paced. But hey, you know what they say about people in glass houses... with fish launching through them...
This is a nice, coherent, fun little game, well done.
I will 100% be making this available on mobile, and I hope you keep up with development to see that happen!
Holy shit 3 hours! Im so glad you liked it, that makes me feel like the sleep deprivation was worth it. What do you think about a mobile port?
I disliked the fact that i had to wait for the "rolling" to be over, would've wished that i could jump again as soon as i touch the ground. I'm very impatient and get frustrated on things like that, but that might just be me.
Overall, it was an pleasant experience!
If you follow on itch.io, I'll release an announcement there when the mobile version comes out.
Overall, its a pretty fun game!
Nice relaxing work though, I like the art as well.
@bloham Wonderful ideas, and a great way to develop the level design further, thank you!
@mathieu-semin Thank you for the feedback! I'm currently working with polishing every aspect of the game up, and have a prototype app made. The issue of the windows not being obvious is also being worked on.
@ryannielson Those are all wonderful ideas. As I continue with the game, I will certainly add more. And I've been considering zooming out. The unclear jump is intentionally (Leap of Faith you might say) but we are messing around with how zooming should be. We're going to be playtesting several zoom types
I think, you really captured the theme very well. Good job.
@lorwon Skins are in the works! The bounciness is an weird problem, because if I make it too bouncy, there will be a longer delay before you can move again, but I do agree that a bouncier fish would be fun. I'll mess with it more and see what happens. Thank you for the feedback!


I've only actually gotten past the the third house twice. The first time, I died immediately, but the second time I made it to the ominous table. From the table I was able to launch myself onto the top of one more house. I don't actually know how many houses past the table I made it, but I died in one where the nearest water to the window on the top level was a bowl on a table, and I kept landing under the table.
May I ask how much further there is to go?
Follow us on itch.io for updates when these things get released!
I got to the glass of water in the middle of a table. After that, I died. Oh well, just tell me I won!
I guess you can look for ideas there. Overall, good game, I enjoyed it.
The only bug I think that happened was the music stops for a period of time, but then it starts over. I guess it's not totally looping.
@barret Thank you for the feedback! I'll check out the music stuff. It is supposed to stop for a bit, but I should make it fade.
@blackquiltro Wonderful thank you!
@nachodlv Thank you! Would you be able to let us know which objects you thought you would collide with, but didn't? This will help us in the next version, post jam
@lexyvil Thanks for playing! Both of the issues you've had have been fairly common and will be addressed post jam. We will also add a mode with re-spawn points to make it just a little bit less frustrating :)
I do wish some of the obstacles were a little easier to maneuver though. Seems like going through houses is generally a death trap since the jump is so difficult to precisely aim/predict. I feel like I had the most fun when I was flying around outside.
I also like the subtle mechanic where your jump strength is magnified when you're in water. :) That was a very nice touch.
I was able to jump over a house one time and I found it to be an infinitely better strategy because I could just launch myself into the open air off the roof and make it easily to the next pond without any issue. The houses seemed much more constrained, which unfortunately led to a lot of frustration for me, personally.
I had a lot of fun. I have been searching for a long time until
I found another innovative game to test.The best was when I landed by chance in the toilet and I tried again and again to land in the aquarium.
Wonderful!! :heart_eyes:
On second thought it was too harsh to give this 1 star. I'm sorry. Game balance is not the only factor that decides value of a game. I edited the rating. Maybe I was expecting too much on this game because I found this in someone's feed saying "You should definitely play this game" or something like that.
If I were to balance this game, I'd either make it possible to relaunch the fish after certain time, or make the oxygen bar decrease by 10% or so only when launching the fish. But neither of these fits the game thematically, and that's why game balance is difficult.
Also, if you by any chance know who suggested the game in your feed, I'd love to thank them, too!
@naca Thank you! Glad you liked it. Some of the issues with difficulty will be addressed in updates, but some of it is just due to the fact that it is inspired by similarly difficult games. Thank you for playing!
Really loved the tune as well. Absolutely addictive experience! ^_^

Now I see how this game is inspired by Getting Over It. Personally I'm not a fan of that kind of trial and error games, and I wouldn't want to play this game if you extend it to be as hard as Getting Over It, but I do really think the concept is cool.
And no, unfortunately I don't know who suggested playing this game.
I got really frustrated by the fact that the aiming arrow definetly didn't accurately reflect where the fish wash shot. Usually, the fish would go way higher which would leave me missing completely.
It was still fun though. The graphics were nice, the camera zooming in and out was really cool.
The camera work was a pain, but I got it to a place I'm pretty happy with, thank you for noticing!
The game itself could be somewhat frustrating because of lack of checkpoints combined with the design of the world (many nooks and carnies inside the houses). I once shot myself into an impossible situation - stuck between the wall and the cabinet. And all I could do is watch my fish slowly suffocate. A sad day was had by all. The fact that you have to start at the beginning after such events (especially if they happened after a long time of playing already) really discourages you from trying again.
Don't get me wrong - lack of checkpoints is generally fine and I love games that challenge me. But lack of checkpoints in a jam game probably makes a big difference - a lot of people will just give up instead of trying again.
In any case, this is one great jam game! Cudos!


1 - Mecânicas, Aprendizado e Fluxo:
A mecânica é simples e desafiadora.
Aprender a jogar é algo rápido e intuitivo, entretanto é muito difícil acertar alguns movimentos.
Parte da dificuldade vem da estratégia, creio que tenha sido escolha da equipe as janelas serem tão difíceis de ultrapassar. Isso faz a gente evitar elas sempre que possível, mas acabamos não treinando para elas o suficiente.
Talvez fosse interessante (para melhorar o fluxo de jogo) colocar aros para ultrapassar no meio do caminho, antes de ter que entrar em janelas (ou apenas aumentar o espaço de ultrapassagem da janela, mas não parece a melhor escolha).
2 - Gráficos, Áudio e Narrativa:
Gostei bastante dos gráficos, muito diversos e divertidos.
O áudio é um pouco repetitivo, mas, ao mesmo tempo, se adequa bem ao projeto e não é tão enjoativo assim.
A narrativa é simples, embora eu não tenha entendido tudo só jogando, o peixe tem que continuar vivo (água mantém ele vivo por mais tempo), enquanto ele desloca pelo cenário.
3 - Cultura:
Isso de um peixe viajando por aí me fez lembrar do Nemo, não sei se foi uma referência direta e planejada.
O nome do jogo me fez lembrar de outras referências (como Assassin's Creed, hahahahah, o que deu um tom bem-humorado).
Há, ainda, referências do tipo "nadar com os peixes", o que foi muito irônico no final das contas.
4 - Monetização:
Creio que o jogo possa vender se quebrado em diversos níveis diferentes, para smartphones (via propagandas e/ou venda de tentativas de jogo, em um sistema similar ao Candy Crush e Frozen Freefall, com possibilidade de ver em qual estágio outros jogadores chegaram) e em stores como itch.io.
1 - Mechanics, Learning and Flow:
The mechanics are simple and challenging.
Learning to play is fast and intuitive, however it is very difficult to get some moves right.
Part of the difficulty comes from the strategy, I think it was the team's choice that the windows were so difficult to overcome. This makes us avoid them whenever possible, but we end up not training them enough.
Perhaps it would be interesting (to improve the game flow) to put rims to pass in the middle of the way, before having to enter windows (or just increase the window's overtaking space, but it doesn't seem the best choice).
2 - Graphics, Audio and Narrative:
I really liked the graphics, very diverse and fun.
The audio is a bit repetitive, but at the same time, it fits well with the project and is not that nauseating.
The narrative is simple, although I did not understand everything just by playing, the fish has to stay alive (water keeps him alive for a longer time), while he moves around the scene.
3 - Culture:
That of a fish traveling around reminded me of Nemo, I don't know if it was a direct and planned reference.
The name of the game reminded me of other references (like Assassin's Creed, hahahahah, which gave a good-natured tone).
There are also references like "swimming with fish", which was very ironic after all.
4 - Monetization:
I believe that the game can sell if broken on several different levels, for smartphones (via advertisements and / or sale of game attempts, in a system similar to Candy Crush and Frozen Freefall, with the possibility of seeing at what stage other players have reached) and in stores like itch.io.
I wish it showed your distance and highscore or something after dieing though
@gustavo-christino Thank you for the analysis, this helps a ton! I will keep all of this in mind as updates continue. We are certainly releasing on mobile, but most likely won't be breaking it down in levels, as it's meant to be a speed based leader board.
@steven-c Thank you! The next couple of updates will most definitely have a high score!