JamBear
JamBear
Legend speaks of an ancient tower. and at the top of the tower lies the greatest treasure of all. Jambear NEEDS that treasure. It can't be that hard to reach... It's only one room...
Ludum Dare 37 Game
Theme : 'One Room'
Programming (C#) by Sam Troth
2D art by Emil Duxbury
Music and Sound by Pierre Flasse
Legend speaks of an ancient tower. and at the top of the tower lies the greatest treasure of all. Jambear NEEDS that treasure. It can't be that hard to reach... It's only one room...
Ludum Dare 37 Game
Theme : 'One Room'
Programming (C#) by Sam Troth
2D art by Emil Duxbury
Music and Sound by Pierre Flasse
Genres: platformer

Comments52
My problem was that it was too difficult for me, perhaps due to the way the jumping works - even if I pressed the jump button twice at the same rate, sometimes I jumped high enough to get onto the platform but sometimes I didn't. And also, it may be so because I'm a bad player.
That aside, it's a good game overall.
I do have a few recommendations, though.
1) Make screen flash red to indicate you're getting hurt. Would make it clearer when you DO get hurt.
2) Add checkpoints.
3) Make it more forgiving to go the wrong way. (Or, I'm just bad.)
Aside from that, the jumping controls could have used a lot more work. It is not even specifically the jumping, but the way moving left and right works in the game. Since there's no form of acceleration, you're max speed instantly, it is REALLY hard to control sideways jumps, and I often found myself overshooting and getting stuck underneath the platforms I was aiming to jump, or plainly fall all the way down. This frustrated me a lot and I put the game down before I even got much too see of it.
TL;DR Art is really nice, but only a small part of the game experienced due to frustration with the controls. Try to focus more on getting those right next LD, and you'll guys will have yourselves an awesome game.
My areas for feedback would be that the 'letterbox' aspect ratio is slightly frustrating in a vertically scrolling game, would have been nice to see a bit more - I think this is what makes it so hard - can't really see enemies above you until it's too late (especially that ghost - damn him!) - or if you miss a jump, you have no time to recover because the play space is so restricted? Can make it feel ever so slightly unfair.
On the whole though, a really solid entry, you should all be very proud!
Well done, thanks for sharing!
Had some issues with the character controller being a little "sticky" making precise movement fairly tough. I couldn't quite tell if there was a lag in the jump->double jump code or not.
I feel like the timing of the level design is a little off as well (some segments that gate the player leave too much horizontal travel time v the vertical death timer).
Audio was well synced and it pairs well with the art theme.
Other than that, the presentation is gorgeous, and I like difficult platformers so I'm inclined to give it a high rating despite the shortcomings :P
Had hard time with jumps and that felt to me like the only issue, well done anyway!
Apart from that, the game is great :)
Everything looks nice and is well stylized.
The player sound could be a bit louder through.
Everything looks nice and is well stylized.
The player sound could be a bit louder though.
Audio fits it well, I'd say it needs improved control and feedback for the player - but maybe that is my general feeling with all the platformers (as I'm indeed noob at them).
I played it a few times, and I'm really impressed by the whole mood and graphics. Awesome job. I think it needs some balancing because I died really fast and if I tried to be quick I just died to a enemy I couldn't see. The arrows felt really nice !
Awesome job !
First of all, I agree that the controls need to be changed as for now the game feels absolutely disgusting and it almost completely threw me off but luckily those beautiful visuals kept me going till the end. Even though the soundtrack is very pleasing, the sound itself felt a bit weird when I played (even though I'm not really sure if that was intended or not). I'm also not sure in that use of the theme but I guess it's not that important. And as someone mentioned earlier the game needs some important details like the damage indicator, maybe temporary damage immunity on hits and so on.
Overall the game could use some improvements so that it could be a lot more comfortable (in that regard it actually feels very raw) but it's still one of the best ones I've seen so far. I hope you guys won't abandon the game as it looks very promising!
And just wanted to say this once more : the graphics are a m a z i n g. Props to Emil, keep it up man :D
I did have some trouble playing the game though. It was fun, but the gears at the bottom tended to move up way too quickly, so when I first started out I hardly ever made it to the third platform before I had to start over.
It would be great if they only started to move up after you had moved up at least one platform. Maybe two. Sort of like it's out of view and then, after climbing a bit, you realize that you only have so much time. I'm thinking like... Sonic and the Chemical Plant here. It's only later on that you realize you only have so much time and you have enough time to get out, but also you're probably going to die.
HOWEVER, regarding design: zero momentum on movement and fixed-height jumps combined with the camera spoil a lot of fun. And I don't understand why did you letterbox the viewport. And maybe if it hadn't been so tiny, the gameplay would've felt different, but currently the gears need to be slowed down xor the camera should follow the player instead of them (but that's against the idea). The player has a way too short window of time for decision making and execution, and it doesn't help when one fall equals death. Difficuly should not necessarily equal being punishing.
Now a lot of these things have been mentioned earlier, and I don't know what have you changed since the release. These are just my impressions. I'm more of a critic than admirer, so I can't really write essays about how much I liked this gaem. But seriously, well done. This is amazing. I'm looking forward to an extended version.
First, the controls seemed really slippery. I'd often find myself falling off a platform that was off screen because I'd jumped too high and was still moving left from something I was doing before.
Then, whenever I reached a new part of the level, I would always die, because I would choose the wrong path at some point. The only way to get up safely was to memorize the path - and because I could only get up that high every once in a while, this made it very difficult to remember the correct path.
This game might work as an Impossible Game-type-game, but the problem is that death comes too quickly - that is, in a game like the Impossible Game, it feels rewarding to try again, as the music is well synced and it feels fun to hit all the blocks, but in this game it's merely frustrating, as there's no real reward for retrying. (Hopefully I explained that well - it's kind of hard to).
STOP MAKING BEAR GAMES, THERE'S NOT ENOUGH ROOM FOR THE BEARTH OF US.
There were a lot of instant death givers for a game with a health system, I think if the tower was taller with checkpoints or something it would feel less high stakes (in a good way). But for jam timing, good job. And gratz on the first jam Emil.
But man that jump mechanic is killing your game, the jump height is not adapted for your level design. You should also use way more feedback, especially when you're hit by enemies.
You got a great basis, just tweak the controls a bit and you could have a cool little game in your hands!