-To who played this prototype, thank you for all the feedbacks! The game is now under development and a new demo will be available in a near future-

This prototype  has a simple and really short initial tutorial but with the initial graphics that will likely represent the art direction of the game. 

The main goal is to get people's feedback about the movement mechanics and feel of the controls, so fell free to test all sort of movement combinations after finishing it.

Lastly, the game is mainly designed for xbox controller but there is keyboard support as well. 

Comment bellow, give your feedback and shape this game with me!

Thank you for playing Jack's Journey. 

StatusPrototype
PlatformsHTML5
Rating
Rated 5.0 out of 5 stars
(3 total ratings)
AuthorRafaelMatos
GenrePlatformer, Action, Adventure
Made withConstruct
Tags2D, Atmospheric, Pixel Art, precision, Singleplayer
Average sessionA few minutes
LanguagesEnglish
InputsKeyboard, Xbox controller

Development log

Comments

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Hi, I think your game is fun and I love the art and everything. And here is my feedback for your game.

1. You need to fix the jump mechanic, feels like there is a delay when touching the ground then wanting to jump again.

2. The smashing-down animation needs to be improved more, the jump-start state has to be fast I think.

3. I think there is a little bug in the boss fight, if I died when during the boss spinning and then I respawn the boss is still spinning.

4. Probably better if the boss's dialogue is only shown one time at the first encounter.

5. There is a sudden music volume boosted up, that's a bit weird since there is nothing intense happened.

Keep up the good work and continue making it into a full game, I believe your game has the potential for success.

Hey buddy! Thank you for your feedback. I agree with most of your points, except the first. It's actually designed to remember the input, so if you are VERY close to the ground and try to jump, the input will be remembered and then jump automaticaly when touching the ground. It's a common approach to improve responsiveness of the gameplay. Either way, this game is not actually in development anymore. I might try a new game in the future but my time is little nowadays. Thanks anyway and Merry Christmas!

Oh I see, glad to hear the reply. Wish you good luck in your new development and Merry Christmas to you too ๐ŸŽ„๐Ÿ˜๐Ÿ‘

ehem the jump is broken like its so unresponsive

Hello, buddy. Could you be more especific? You mean the height, the double jump...you try to jump and nothing happens... In what level you mean It's broken? Anyways, I'm already working to get many things better, including the player and movement controls. I believe I'm releasing a new - and much improved - version by friday. If you could take your time to test it, would be awesome.
Thank you!

Deleted 3 years ago

ok sooo first of all jump is unresponsive when i find the blue slime and mid way trough the game its not responsive sometimes at the end its good

That's really weird. Maybe because It's played directly in the browser because no else reported such problem. I'm going to release a new version this week and hopefully this issue will be addressed. Thank you!

( 1)

the art is great and the sound is well designed too! gameplay overall feels pretty solid, but some things feel a little bit unresponsive (like an up-dash only seems to work when i'm only holding up and nothing else) - still minor details, though :)

i haven't been able to get past the boss yet, but one suggestion is that it would be nice to not have to read the boss dialogue every time you die. other than that this seems pretty good so far! :)

Hello, Kruxe. Thanks for your kind words! I'm still tweaking analog stick values for a better result. Sometimes you dash to the diagonal instead of going up and vice versa. Regarding to dialog, It is indee an improvement I'm going to do. And once you get through the boss you unlock the last ability. I hope you get it ^^

And again, thank you very much for your time. It means a lot to me.

( 1)

yea, i'm sure it's difficult to make sure all the different moves work well haha! best of luck with that :)

ah ok, nice! just wanted to mention it in case :) hmm interesting, i will try again to see if i can figure out what to do haha

anytime! :)

( 1)

Thank you!

( 1)

Control feels really heavy and the double jump feels a little weird. Looks great visually.

Hello, Anthony. Thanks for taking your time. Could you elaborate a little be more?

I feel like the game feel could benefit by having the player fall a little slower and have the double jump be just a little more impactful. It currently feels more like it's stopping the player's fall momentarily and less like a second jump in the air.

( 1)

I can see your point, Anthony.  The double jump was meant to be like a second chance for the player instead of a second impulse, but you may be right on that. I'll certainly consider all your points and make some tweaks to make it feel better. Thank you very much for your inputs, Anthony.