Nice game with the Unity assets well implemented. I like the platformer essence and the overall aesthetic. The time-slowing mechanic is a cool idea. With a few tweaks, it could really shine. Congrats on the work and best of luck in the Game Jam! Enhorabuena! :)
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The Last Potato's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Sound Design | #180 | 2.574 | 2.574 |
| Fun Factor | #212 | 2.511 | 2.511 |
| Narrative design | #240 | 2.021 | 2.021 |
| Overall | #243 | 2.400 | 2.400 |
| Art | #250 | 2.489 | 2.489 |
| Uniqueness/Creativity | #260 | 2.404 | 2.404 |
Ranked from 47 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Agreement to Official Rules and Terms
Team Size1
"Most Creative Usage of Anniversary Assets" Submission
Unity Affiliation
Comments
I liked the time slow effect! Great effort!
However I kept failing on that first moving platform - the effect wore off too soon for me to get on and keep moving.
I also noticed I wasn't able to jump as high under time slow so if I reached the gap too late, I had to wait around for time slow before I was able to go back to the beam of light.
I liked the Concept of time manipulation. I found the player movement a bit floaty when jumping, but the time manipulation mechanic worked very well.
Nice game! I couldn't get passed the first drop after time slowing, but it plays nice and the music is good.
This is really great! The slowdown field and high-jump field work really well. Clearly you have intuition about gameplay/game-mechanics or you built this skill with experience.
You did annoy me by not having any checkpoints and making the platforms move from under your feet but I get that this is a game jam so mostly I’m highly impressed with your somewhat relevant interpretation of the theme and good mechanics and decent platforming.
Well done.<3
About the controls, I read some comments and I feel feedback is good, especially from experienced people. I personally have been playing platformers for 37 years and I feel that got the controls right which is hard.
This is really great! The slowdown field and high-jump field work really well. Clearly you have intuition about gameplay/game-mechanics or you built this skill with experience.
You did annoy me by not having any checkpoints and making the platforms move from under your feet but I get that this is a game jam so mostly I’m highly impressed with your somewhat relevant interpretation of the theme and good mechanics and decent platforming.
Well done.<3
I love the concept, but the controls were very hard for me, but I still have fun playing it. Maybe you have made them hard purposely to give the players a challenge 😄 am I right?
I would really appreciate it if you could play and rate my game as well 🙏
Uuu Classic platformer game, I like the sound and environmental design, it's pretty distinct between background and platform that we can walk to. But if there's room to improve, make more check point especially on the first obstacle of the game, because new player will be feels punishing if they have to restart. But overall good work man!
Need accurate timing because the platform are very percisly placed, I fell a lot of times because I jump too early. But good work! Really like your modification of bgm speed when time accelerate and slows down.
I would add "coyote time". Otherwise great platformer and good usage of the assets provided. And the SFX on jump me gusta mucho!
It's a good platform game. My suggestions are implement carrier platform for player stay there and implement coyote time!!
The first platform jump is very annoying since slowdown time is so short and you can't know where platform is currently at ahead of time, so I had to pass it without slowdown by very precise jumping, took a lot of tries.
Suggestions: implement "jump buffer" and "coyote time" (if not already), make player move with platform when standing on it, make the level properly visible, so you don't jump into abyss.
Unity advice: always use FixedUpdate and linearVelocity to move characters, always enable Interpolation on Rigidbody, use LateUpdate on camera to follow transform position (not rigidbody position! the transform one is interpolated for use)
Hi!
First of all, thank you so much for taking the time to write this detailed feedback.
I’ve shared the project with some friends and they mentioned the same thing, that the first platform feels a bit confusing and tricky. I’ve already made some adjustments to that section.
Regarding your suggestions, I definitely plan to include jump buffer and coyote time; they’re great ideas.
Also, I really appreciate the Unity tips. My character was coded following most of those conditions, though I’m not entirely sure if I enabled interpolation on the 2D Rigidbody.
This was my first solo project for a Game Jam, and it turned out to be a very rewarding personal challenge. There are still many things to improve, but as a prototype I think it fulfills its purpose, being fun.
Thanks again for your valuable feedback and for playing the game!

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