I loved the idea of using your daughters art for the graphics! For the gameplay, "luck" really just feels like "jump height" to me. Since there was no element of chance involved, it just felt more like a platformer where you needed "x" amount of collectibles to progress to the next level. Perhaps, instead of the collectibles improving your jump/speed, the amount of luck you gain could translate to getting a more favorable setup on the next level (e.g. Exit door is in a closer spot to the starting player location, or luck collectibles have a chance of spawning in better locations). Anyway, well done completing your first game jam!
Thanks for the feed back. The idea is if you are unlucky then you don't go to the next level, it is based on a random number. My plan was to have "courses" where you try and get the best time... THANKS for playin
Ah I see. I went for 100% luck every time so I didn't encounter that mechanic, but that's probably because I'm more of a completionist than a speed runner.
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I loved the idea of using your daughters art for the graphics! For the gameplay, "luck" really just feels like "jump height" to me. Since there was no element of chance involved, it just felt more like a platformer where you needed "x" amount of collectibles to progress to the next level. Perhaps, instead of the collectibles improving your jump/speed, the amount of luck you gain could translate to getting a more favorable setup on the next level (e.g. Exit door is in a closer spot to the starting player location, or luck collectibles have a chance of spawning in better locations). Anyway, well done completing your first game jam!
Thanks for the feed back. The idea is if you are unlucky then you don't go to the next level, it is based on a random number. My plan was to have "courses" where you try and get the best time... THANKS for playin
Ah I see. I went for 100% luck every time so I didn't encounter that mechanic, but that's probably because I'm more of a completionist than a speed runner.