Jumping League

by

Hello fellow gamers,

yesterday we released our first android game (soon to be on ios) Jumping League.

Jumping League is a classical platformer (like Super Mario) with a built in map editor. Every player can create maps and upload them. Players get matched against maps depending on their skill-level. This system assures you get maps which you are able to beat. If you like a map (or created it) you can share it with your friends via a simple link.

We tried to catch the Mario-esque style of the games we loved as kids and bring it to the world of smartphones, while also using new possibilities of the World Wide Web. We wish for our players to have the same fun we had when we were younger, hoping for a game that allows us to create our own maps.

We would love to get some feedback, so we can make it one of the best platformers out there.

Roasts

TheRichCourt 7 years ago

Level Design Tutorial/Learning Curve
I don't have a Wii U, and so I never got to play Mario Maker, but that's what I thought of when I saw the level editor in this game. Please take that as the compliment that it's meant as though, as I know you were going for a Mario-esque feel to the game. You've nailed the classic Mario feel in terms of movement and jumping too.

My only criticism would be that the initial tutorial level felt really clunky - It wasn't clear why it kept feeling like the end of the level and then I was back where I had been. However, once I was past the tutorial, I liked the first level, and loved the level designer. I can see myself spending hours on this game. Well done and thanks :)
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Marmorkuchen 7 years ago

Frank, [05.02.17 19:27]
Hey, we are glad you that like it!

We are currently reworking our tutorial since we feel like it was a little bit too difficult as well. This change will also be used to make it feel less clunky. Thank you for your feedback pointing this out!

As for the level design: Nearly all of our maps are made by other players, so we were a little bit scared that those maps might not be too pretty, but it seems like that is not the case. We absolutely love the map designs our players have created so far!
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jlvc 7 years ago

Game Graphics Story/Writing/Dialogue
Hi! I really liked this one! It is pleasing to the eye and it was surprisingly smooth to control. There is just one thing that keeps it from being excellent in my opinion:

I don't like this mechanic of really short levels and no goal but to be really fast. If you could do a campaign, with a simple back story and long levels, boss fights, challenges, this could be something else!

This is just my opinion, I'm sure some people will like this approach of creating levels and trying to beat times. I think you must keep that, but adding a story mode would give this game a huge boost!
Reply

Marmorkuchen 7 years ago

Hi jlvc,

we really appreciate your review. We did put a lot of time and effort into our controls and it is really nice to know you like them.

As for the campaign mode: A new player will start with a very small elo (1050), this means he will get very short and easy maps. We know for some new players it can be a little annoying to have to play some easy maps first, but they will hit a higher elo really fast and then the maps they get will be way longer and much more challenging. So keep on playing you will get what you want pretty soon. We are currently working on a system to classify the skill level of players way faster, so experienced players get challenging maps much faster.

We have already thought about a real campaign or challenge mode, but we have to implement some other things first. So unfortunately this will have to wait for now.
Reply

jlvc 7 years ago

Good to hear! I will keep playing. Still, the long levels won't be a substitute for a nice, simple story, that can give a feel of purpose to the game. I'm glad you have given this some thought though, even if you decide to put it aside in favor of other issues, it's still a good game than I enjoy playing.
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Leithw2 7 years ago

Controls Mechanics
You should add some prizes or challenges To keep players interested
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LukasStancikas 6 years ago

Game Graphics UI Graphics
Congratz on a really cool idea, I love games with ingame editors, i'm building one myself.
Suggestions:
1. Maybe start counting the time on the level, only when the first movement is made, not when you click start
2. Auto-rotate landscape mode (both ways instead of one way)
3. It seemed like few tutorial levels kindof required double jump, before it was explained/introduced in the tutorial (or maybe it's just me with poor platforming skills :D )
4. The UI seems simple and nice, maybe the lives/time/fire UI on the top-left corner can be bigger (playing on Sony Xperia XZ)
5. Just a suggestion to make the jump a bit higher if the jump button is being held longer (like cuphead, mario (which you are inspired from as you said)
6. The difficulty really ramped up once i got to the 'Unstable ground' level, compared to the previous level (also a not i dont know if i still was on a tutorial or not, no indication how far i still need to go in levels to finish the tutorial.

One small bug that i found when registering in-game, was i entered my password, pressed 'new_line/enter' on the keyboard, the cursor went to the second password inputfield, and started writing in front of the placeholder 'password'. Nothing major just an observation.


This was all really nit-picking, really like the graphics and responsive control (no undesired sliding around). Experiencing no lags, so performance is great!
Reply

LukasStancikas 6 years ago

Just finished the tutorial, was probably too eager to write. Although some kind of progress inside the tutorial how many more levels are ahead is an idea. Also i noticed there is no indication how long the player is invincible after getting damaged (like getting a heart before the spikes, then i could on them for a bit, but i don't know for how long). Maybe some flashing player sprite like Mario is also a suggestion
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MrPeace 6 years ago

Animation UI Graphics
your game is pretty cool. I like it
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