Post jam update: I added an HTML5 version so more people could play, still recommend downloading the game instead though.


Super Buddy Jump Force is a puzzle platformer, where you play as a selection of multiple buddies you meet throughout the game. 

Each character has their own unique quirk and can work together to solve a bigger problem.

The end goal of this game is to reach the end of the dungeon you and your buddies are trapped in.

Can you reach the end?


Was made in one week for the 2021.1 Brackey's game jam, with the theme "Stronger Together" 


Credits:

Game made by Habib Abdul (Dezura)

Ingame pixel font by Tiny Worlds: https://tinyworlds.itch.io/free-pixel-font-thaleah

Ingame music loop by Eric Matyas: http://soundimage.org/wp-content/uploads/2016/04/Analog-Nostalgia.mp3

StatusReleased
PlatformsHTML5, Windows, Linux
Rating
Rated 3.5 out of 5 stars
(2 total ratings)
AuthorDezura
GenrePlatformer, Puzzle
Tags16-bit, 2D, My First Game Jam, Parkour, Pixel Art, Puzzle-Platformer, Retro, Singleplayer

Download

Download
Super Buddy Jump Force! (Linux).zip 19 MB
Download
Super Buddy Jump Force! (Windows).zip 18 MB

Install instructions

Download the zip file corresponding to your operating system, unzip the file, and open the executable. Make sure the .pck file and the executable are in the same folder or else it won't run.

Comments

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(1 edit) (+1)

So, I was a bit too busy to write this after I finished your game but I really liked the concept of finding new friends along the way and constantly having that team interacting with each other. It really felt like a relationship was forming, with voice dialogue you could take this idea even further just making the dynamics of the group even more fun/funny to listen to. I also commend your level design, it felt like your levels were well thought out and guarded against errors. I think my one issue is that this is a puzzle game but most of your frustration comes from failing the platforming bits. It really sets you back quite far. Now I don't mind hard games, I just become impatient if the game didn't advertise itself as a hard game from the first level. it ends up feeling like a random spike in difficulty since I didn't know how many levels this game will have.

Edit: I'm keen to know what features got cut from the game and how you had planned to expand on this charming idea.

(+1)

Hey!

Sorry for the late reply, I've also been busy with other work but I really appreciate your in-depth comment and review!

On the topic of level design, I had to cram in every single level around the last hours I had working on the jam. Due to this, a lot of the middle levels were especially rushed as I just needed levels/content for the game. Thus I resorted to making those areas a lot harder than they should've been. 

If I spent more time on the level design, I would've 100% geared the game towards more puzzles like the last level. It especially sucks to see in hindsight as most people generally quit playing after the platforming bits due to the difficulty, and don't get to see the last puzzles.

As for the features and mechanics that got cut, I've actually forgotten a lot of what was originally planned since it's been a while. There was this main concept of electricity puzzles, mechanics letting you chain currents together to complete circuits and power objects. Even the idea of a robot-type character that could aid in the electricity mechanics. 

On top of that, there was also the idea for enemies in the game, which only a specific fighter character could kill with a weapon. Even small quality of life features like a character selection wheel to make switching less of a hassle.

Honestly, a lot could be added upon and improved in this game. For example, the voice dialogue/banter between each character you mentioned was a great idea. 

Thanks again for going out of your way to leave a review/comment, I'm honestly surprised this game is still getting minor traction.