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Hungry Run's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Theme | #114 | 3.167 | 3.167 |
| Gameplay | #120 | 2.417 | 2.417 |
| Limitation | #145 | 2.333 | 2.333 |
| Polish | #146 | 2.167 | 2.167 |
| Art | #146 | 2.583 | 2.583 |
| Overall | #147 | 2.403 | 2.403 |
| Audio | #169 | 1.750 | 1.750 |
Ranked from 12 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
The button remapping option is a really nice touch, not something you see too often in jam games. And thanks for the gamepad support, it played really well on it. Nice job on the player controller too. The variable jump height, wall jump, and momentum system all felt good. The bunny had a lot of character just through the animations alone. Little details like the animation on the slide stop helped make the movement feel more alive. The compass time display was a clever idea too, especially for handling the no visible numbers limitation.
Thanks for playing and for the kind words. The movement feel was definitely a focus, and I tend to prefer controllers myself for movement heavy games like platformers. Animation was also important for the movement feel, though I do wonder if many have seen the idle animation. Timed gameplay doesn't really encourage pausing for a breather.
The compass idea was because the day cycle reminded me of Majora's Mask, glad you liked it. Felt better than just using a draining bar.
And of course not today, Dio is a creature of the night
It's a cool idea with cool animations
thanks for the kind words. I hope you saw the idle animation as well
I liked it, the animations for the bunny where really nice, it was the first thing that got my attention. I generally like the art but the parallax background seemed to have less detail, more like broad strokes. the gameplay was good, it took some getting used to the bunny needing to accelerate but it felt fine, I was proud I wall jumped up a lot at one moment. Some music could fit well, some relaxing tune, the sound effects where okay. good job overall! :)
Thanks for playing! the background art in the parallax was decided sacrifice to time constraint, and custom music is a goal to I'm carrying to the next jam. Glad I could at least hook up the sound effects because it was rather drab without them.
Very fun! There was a bug where I could not loose, not sure why, but the game is super cool!
I guess you just won then :/
Thanks for playing!
A cute little platformer, but seems to be a tat inconsistent with the movement control. If I understand the system correctly, you're getting faster the longer you press WASD. But sometimes my momentum gets killed or I get launched backwards and can't stop moving that way.
Any issues I had with the graphics (for example recognizing which surfaces I can collide with) are solved by just playing the game a couple more seconds.
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I would love to see this improved bc I love platformers ♥
there's a momentum system where you can build up speed similar to super mario world. Animation shows speed and top speed is the full run motion. If time wasn't a restriction, unique background tiles would have aided collision recognition instead of simply shifting the saturation. I tried to make sure there wasn't anything critical when it looked the most confusing to cross a background tile.
not sure how you're getting your movement locked, even momentum from damage is a single impulse without removing the player's ability to adjust. worst part about these comments is hearing bugs you have no idea how to recreate and fix
Thanks for playing!
Thank you for your reply!
Maybe a little clarification on the backwards launch:
I jumped/ran into a wall and I am PRETTY sure I pressed "left" after. So maybe the game didn't like me having 2 inputs right after/at the same time. I tried to recreate that issue but it did not pop up again.