A lot more if it's connected to a popular jam.
KuroGamedev
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Super Mini Jumper is a Metroidvania-style platformer with various upgrades, secrets, enemies and traps to navigate. Assume the role of Dino who can no longer get a good night's sleep because the evil red cat has stolen his important pillow. Desperate for sleep, Dino sets on a quest to get it back.
Made for the very first Alchemy Jam.
https://kurogamedev.itch.io/super-mini-jumper
I spotted the bug as well on a custom-made Chromium-based browser. This took a while to track down. I was combing through everything that could be related to variables or calling on the function names, but I could not locate any problems. When I noticed that the flashing "Press START" stuttered pretty bad, I eventually tracked it to the (last minute) sequence with the jam banner which happens after pressing START to allow the oscillator to run. The function call for my custom animation frame request was duplicated. This is what is causing the problem.
It turns out being able to update the submission was still possible, so I went ahead and patched the fix. I have not seen it happen since, so we should be good, now. I am also crediting you for the fix. THANKS A FREAKIN TON. This slipped completely under the radar and I was depressed a bit at thinking I would be stuck with this browser-killing bug for the next 6 days...
Adding you for credit for finding this!
OH NO! You're NOT supposed to have the CLAW at the start of the game. I checked the code and an override was in place. If it wasn't for your play-through video I would have missed that. ... How...?
There are two places to go; one is the big room beside where you start the game; you need the Jump Boots to cross the Spike Caverns (Change in music) and get the claw (Which you already got). The next is to head down after you cross the mid-point in the first world to reach the fire caves (It's the vertical room with the save point; you need to bomb the floor on the left side -- easiest spot to do it is when you enter the room). Most of the remaining upgrades you need to reach the top pillars of the first large room are down there. When you get down there (first) head east and circle around to get the RED CAPE so you can resist heat damage. After that, you can head down either path and enter the Hot Zone to get the MAGIC FEATHER.
Very beautiful aesthetics and design. The cat looks just enough like a cat, despite the more abstract design it has. The graphics are well-made and the lighting is well-handled. I like the little extra light the bug makes as it buzzes around the room. The gameplay is fairly straightforward: Behave like a cat and knock stuff off the shelf (how suitable). I like the bit of music that plays in the background, something that would likely be in a shop.
I have zero issues with the 'in order' list (In fact, that was my first assumption when I saw the lists). Unfortunately, being a southpaw and playing on a laptop did make it a bit more problematic for me to have go back and forth checking the list and behaving like a cat (But that is more my problem).
Nits:
- You can still knock stuff into the pot (but cannot move around) while the orders page is up.
- There does not appear to be any punishment for messing up an ingredients list. Maybe you have x number of tries before a game over? The try counter could also be increased as you get the orders correct
A very beautiful submission, for sure!
You have some ideas, for sure. This is something that could use work in the mechanics, all around (jumping through floors?). Keep working on your physics and you can have something that plays fairly well.
Nits:
- I do not have a mobile device and I could not get the arrow keys to work. Luckily, spacebar did work, so between that and clicking on the arrow buttons on the screen, it was possible to try and manipulate the token. I did like that you put the buttons in different spots so they would not be in a direct line with where the token needs to go on the board.
This game BETTER WIN THE "MOST ADORABLE GAME OF THE JAM" award or I'm going to be annoyed...
On a side note: I don't have any nits about this game. It does 'exactly' what it is supposed to and I can't find anything to point out. Energy or not from the developer, this is a splendid minigame. Also, ADORABLE!!!!!!
You could waste away a whole afternoon slamming the poor worm into a wall. It is THAT entertaining. Everything about this short game feels presentable and standalone, like it doesn't need a jam or great author or anything to back it up. It's a superb piece of work and all-around suitable for this jam.
Nits:
- Does this game have an ending? It has an incomplete sorta feel (And yes, I know it's only a prototype).
- Is there a purpose to the purple bricks about 15% of the way into the level? I could not do anything with them.
- I did not see anything about a double-jump mentioned in the game's instructions.
- Is 245 the maximum number of coins?
On a side note: I keep looking for ecaroh's comments for this game, but I cannot find them. Anyone know why that is? I can also tell the incredible author behind this game had just gotten off the NES Jam.
Essentially, everything ecaroh said is spot on. Needs a lot of work, but not a bad start.
At least he was able to navigate the coffin. It never showed up on my screen, no matter what I did. Also, there was a floating feather on the top-right corner of my screen the entire time. Thank you to Cider for pointing out a trick to getting it on the screen. I was finally able to navigate around to the perfect spot to collect my Pacman pills. :)
Visually and audio-wise, this is very impressive and I hope you continue to polish this game! You nailed the theme of the game right on as well.
Nits:
- It took me forever to figure out how and when to use the Z key. Clearer instructions on your game page would help.
- Sometimes with a screen scroll, I would get another bird added to my roster of birds, plus other items like feathers would double, triple up, etc. This would cause a lot of clutter and a fail when hitting something bad.
- Dang, those are some POWERFUL feathers when doubled, tripled up, etc. They would send me through more than one screen and right into a wall :O
I have caught comments on the R key. It did do something for me. The shake at the start of the game was mildly entertaining.
I think a bit of cleanup on code is called for. Otherwise, this is a very solid start and is worth developing more when the jam is over.
Oh, wow! I not only played it, I actually beat it! Good job!
With some polish, you can have a serious platforming engine at your disposal. You have put in some good work, here, and it shows! You have a good grasp at platformer mechanics. The limits on flight and shooting are interesting, for sure. However, aren't you worried the rabbit will gain 100 lbs. if all it does is eats chocolate, regularly? :D
Nits:
- More details on the game page (like what each arrow key does) would be helpful.
- Might want to mention you can jump on enemies. It can help save on ammo.
- Falling off the screen edge? Might want something that limits your X and Y positions on the map.
- The chocolate collecting sound was a bit loud and sharp.
- No option to pause the game?
- Cannot jump from enemy to enemy. I die if I try to jump on a second one.
- 2nd level I ran into a problem with the tile foreground flickering a lot.
Yes, I know there was a time limit (I had the same one) and I not dismissing your efforts. You did a splendid job and I strongly encourage you to keep it up!
Great project, overall. Presentation, graphics were spot on, the music felt appropriate, sound effects were not grinding. You presented an excellent game.
My only real nits are the RNG left me stuck at a few points and I had a difficult time reading the tutorial. I think making the boxes in question more opaque would help with that.
Good job, overall. Kinda reminds a bit like playing one of those Tiger handheld games, except in an NES setting. A little bit of trick and strategy involved for a good score, for sure.
Question: Is the background (normally) supposed to flash? It was black (for the most part) with the occasional flicker of colour.
See, THIS is what an NES game looks and feels like. If NES Jam ever needed a demo, this game would certainly qualify. If I could give 6 stars for the feel, I would! This is easily in the top ten for how to do the jam right!
One problem I ran into was the controls were horrendously slow when I was trying to navigate the screen, making it a serious playability issue. The timer was also acting weird with the end going up about 3 or 4 a second. It is probably a problem on my end, but I don't know if this would impact anyone else. If I were to take a guess on why this is happening, it could be related to how the game is being drawn on the screen. I have run into similar issues with JS and trying to apply get and putimage data to convert graphics into an array, mod that array, then plug it back onto the canvas, but it requires a very unique set of circumstances (such as disabling vulnerable accelerators on an ancient web browsers).
I LIKE this game. This could easily be one of those NES titles you would find on the shelf. It must have been a pain in the butt to code those piglets, given how evasive they are.
A few thoughts you are welcome to ignore:
- Any thoughts to a timer for catching the pigs? Maybe a generous one plus a bonus for each pig to help you get motivated to capturing them?
- What about obstacles in the pen? Feeding stations, ponds, rocks, maybe a chicken that would peck at you and cause the player to fall down during a chase?
This is some real good stuff! Keep up the excellent work.
Cheesecake Hero: A bump mechanics RPG made for NES Jam '24.
https://itch.io/jam/nes-jam2024/rate/2776022
![](https://img.itch.zone/aW1nLzE2NjA3OTgwLnBuZw==/original/6Hzz4S.png)
![](https://img.itch.zone/aW1nLzE2NjA3OTY3LnBuZw==/original/RguwLg.png)