This wasn’t the most difficult jam game I’ve played, but it was definitely a bit rough in some places, as others have mentioned. I also agree that the D and C inputs could probably be combined, and that rearranging the controls might make them feel less awkward. For example, the space key could possibly work as both jump and glide if held. Some levels also felt noticeably harder than the ones directly after them.
That said, ignoring the difficulty, the platforming itself was pretty fun! I really like all the different things you can do with the parasol and how they’re implemented. Gliding was especially enjoyable. I also agree with others that the spike hitbox seems a bit too large, which made some sections harder than expected. I was also curious if coyote time was implemented. If not, that could help smooth the platforming a bit.
I did notice a couple possible bugs and small nitpicks. In the early levels, it’s easy to go very high and off-screen, which made it difficult to know where I was. Also in the early levels, the vertical wind still pushes the parasol even when it’s closed, but in later levels it doesn’t seem to.
I also noticed that some of the artwork and sprites appeared a bit blurry. I know that can be tricky with small resolution 2D games in Godot. One thing that might help (if you haven’t already tried it) is going into Project Settings → Window → Stretch and setting the mode to canvas_items, and then changing Rendering → Textures → Default Texture Filter to Nearest. That might only affect the UI, but it has helped me in some of my past games with hand-drawn sprites.
Overall though, this is a great entry! I especially love the little level-finished animation the parasol does. It’s really cute. Great job on your entry!
I enjoyed it, but MAN is it hard. The spike hitboxes feel a bit bigger than the sprites, making it hard to judge whether or not they would hit me. The controls are a bit unintuitive, but I got used to them pretty quickly. Nice game!
I like the pixel art of the character a lot and appreciate the respawns! It took me a LONG while to beat it because I was struggling with controls and really tight inputs. Have you at all considered making D +C into just one jump button? It could be one you can hold down for a moment still.
Charming game, even if I almost crashed out over difficulty. Interested to see where you will go next! The mechanics were cool, albeit hard to use.
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This wasn’t the most difficult jam game I’ve played, but it was definitely a bit rough in some places, as others have mentioned. I also agree that the D and C inputs could probably be combined, and that rearranging the controls might make them feel less awkward. For example, the space key could possibly work as both jump and glide if held. Some levels also felt noticeably harder than the ones directly after them.
That said, ignoring the difficulty, the platforming itself was pretty fun! I really like all the different things you can do with the parasol and how they’re implemented. Gliding was especially enjoyable. I also agree with others that the spike hitbox seems a bit too large, which made some sections harder than expected. I was also curious if coyote time was implemented. If not, that could help smooth the platforming a bit.
I did notice a couple possible bugs and small nitpicks. In the early levels, it’s easy to go very high and off-screen, which made it difficult to know where I was. Also in the early levels, the vertical wind still pushes the parasol even when it’s closed, but in later levels it doesn’t seem to.
I also noticed that some of the artwork and sprites appeared a bit blurry. I know that can be tricky with small resolution 2D games in Godot. One thing that might help (if you haven’t already tried it) is going into Project Settings → Window → Stretch and setting the mode to canvas_items, and then changing Rendering → Textures → Default Texture Filter to Nearest. That might only affect the UI, but it has helped me in some of my past games with hand-drawn sprites.
Overall though, this is a great entry! I especially love the little level-finished animation the parasol does. It’s really cute. Great job on your entry!
Congrats on getting 3rd place! :D
I enjoyed it, but MAN is it hard. The spike hitboxes feel a bit bigger than the sprites, making it hard to judge whether or not they would hit me. The controls are a bit unintuitive, but I got used to them pretty quickly. Nice game!
I like the pixel art of the character a lot and appreciate the respawns! It took me a LONG while to beat it because I was struggling with controls and really tight inputs. Have you at all considered making D +C into just one jump button? It could be one you can hold down for a moment still.
Charming game, even if I almost crashed out over difficulty. Interested to see where you will go next! The mechanics were cool, albeit hard to use.