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Made for the Pirate Software - Game Jam 19
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Link to your Game Design Doc on Google Drive
https://docs.google.com/document/d/1tXn4ETLA-b7H4_JbBbfUNtNA6wONMEvkhb-xslHndYM/...
Have you checked that your GDD is publicly accessible?
Yes
Is your game set to public on itch.io so we can see it?
Yes
Summarise your game:
Climbing/jumping up a mountain with different challenges. Items can help against the challenges, but have side effects that make other aspects of the game harder. Items may help unlock shortcuts at the cost of weighing you down and hindering your movement.
Please explain how your game fits the theme:
The weight of items make you jump shorter. Not picking up items will make the game harder.
Team:
| Published | 1 day ago |
| Status | In development |
| Platforms | HTML5 |
| Authors | Ebroth, blueVee, makseu |
| Genre | Platformer |
| Content | No generative AI was used |


Comments
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Very good, I enjoyed the artstyle, and the platforming had a little oomph to it! 6:14 for first run :3 rated!
Thank you so much!
I used the BIG FUCKING STICK!
It was a gorgeous hand drawn game. I loved the cute style. The game play was short and sweet but you had to have the lil puzzle guy work in your brain.
I am thankful for the little glow and yellow lights in the dark level…I threw away my light because I thought I was too heavy to complete the level before it lel.
Edit: Oh - 06:38.874 was my time :)
Thanks for playing and the nice words!
That's a decent time for first try =)
This was a fairly enjoyable game. I like the different options on when to use an item or not. It was interesting seeing how much a difference dumping a few items was. I'm not sure if the flashlight was supposed to be able to move or not, but it didn't seem too useful only being able to look down when you're at the bottom of the cave. All in all, a pretty fun game though. Nice work!
Thanks for playing!
The flashlight is fixed, but angled slightly downwards so you can see the ends of the platforms. We tried a couple of different positions, but that's what we ended up with after some playtesting. Moving it could've been a good option that we didn't really consider.