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A jam submission

AcrolyteView game page

AGDG Demo 2
Submitted by mccad — 2 days, 23 hours before the deadline
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Acrolyte's itch.io page

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Comments

Submitted

This is on another level entirely. I feel if you like Metroidvanias, you owe it to yourself to try this! 

The good: Incredibly polished, the game felt AMAZING to control, advanced movement techniques like the (assumedly) Richter inspired slide kick jump let you ZOOM around the map, the different weapons all felt unique and rewarding to obtain, I personally love the feeling of the double jump, the graphics are on another level. I had a few issues such as the game dropping my inputs if I was holding a movement key, picked up an item and finished the dialogue, I would expect to keep moving after but I have to stop holding the direction and hit the same button to restart movement. The tooltip when I first picked up an additional weapon implied I could swap using the number keys on the keyboard, which didn't seem to work for me. The menus not working with a controller made me immediately assume controller support wasn't in, after looking over a few other reviews, it seems it is however? I didn't go back in to try. 

I think the first boss was a ton of fun but after that the difficulty drops off a cliff and you become an unkillable god, even common enemies no longer pose a threat as you slide kick and jump past them (which does damage to them and not you) with ease. There's a lot to like here, I really like the physics based grenades in opposition to the normal missiles you get in Metroidvanias that lean more on the Metroid side. Being able to grenade jump feels excellent, being able to slide kick up sloped surfaces feels great, wall jumping feels a teensy bit puny but when combined with all the other movement, it lets you move like no other game I've played. My one suggestion would be offer to let the player's camera move to the aiming reticule, I got hit from off screen on the boss a few times when I otherwise could have avoided it.

(+1)

It feels very polished. Kinda wish controller was supported, but I have a hard time imagining how it's gonna go with the 360-aiming.

A very solid metroidvania, both mechanically and graphically. I didn't have that much trouble with the level design aside that one time when I fell down and kept falling due to disappearing floor - now that was dickish.

Noticed lots of stuff that's unlockable with grenades and tiny crawlspaces where I could slide before I could actually slide, which is nice.

I don't have much to say, honestly. It's great and it's very polished. Good stuff. Kinda unfair to other demos submitted due to how great this is.

(+1)

DAMN I LOVED THIS. It's like playing metroid but controlling an elite from halo. Very weird mix but it feels good. Also I recognized that Demon's Souls music lmao. I skipped a huge part of the demo I think because I abused the wall jump to climb up that large shaft. Please don't remove that, it felt great to do. Other than that I don't have much feedback to give other than it feels weird that you can click and release quickly and you don't shoot the 3 burst. Like it cancels out if you release the button, it feels bad in a way. I'd prefer to know that whenever I click the 3 shots will come out every time.

(+1)

It's the Insect Metroidvania, nice. 

Feels very polished, but does not control so well with Keyboard+Mouse I think. Not that it controls bad, but it really feels like it wants to be on a Controller or Handheld. I don't exactly know how much Content there is yet, but I'm assuming quite a bit, so I'll play this Tomorrow with Controller. Remind me if I start posting before having played this in Case I forget.

What I noticed so far, you can jump up the High-Jump Tutorial with a normal Jump, Controls are not shown but feel Intuitive, I never had to guess what to press, the Atmosphere is really dense, which is nice, I don't know if this needs such a high Resolution tho, I think it might even look better with a bit lower Resolution, this isn't 240x160 right? If it is, discard my Resolution Talk. 

A bit more of a Story dump in the beginning would be nice, not much, just enough to show that there is something, instead of nothing like right now.

Update after playing it today:

When you load back into your Game, you have a brief Period where the HUD is visible before loading takes Place.

Controller does not work.

Logbook sub-menues should return to Logbook, not main Menu.

Mousewheel to scroll through Controls in Settings doesn't work. Despite being on Keyboard+Mouse, Swap Weapon is bound to Controller D-Pad.

Gameplay Tab is empty.

Throw Weapon does not work.

I found Artifical Wings 1, Hover Dash, Dropkick Piston, Kickslide, 12 Grenades and 400 Health, aswell as Security Pistol, Pulse Rifle and Shock Gun before finishing the Demo. Also fought 2 Bosses both of which seemed to easy. Hope that's all and I didn't miss anything major.

I think there could be a bit more Air control, I often found myself just slightly missing a Platform. And Dash could be on Ctrl by default, but I still think this should be played with some Form of Controller/Gamepad/Handheld, and you can rebind Controls anyway.

Zoom in/out on the Map could be nice, and I felt like it had a bit to little "finding myself back in a previous Position to no directly know where to go next" kind of Level build, but I never really was lost or had to backtrack through already cleared Areas apart from after finishing the Demo when I was tracking down the remaining Items.

I also found no Weapons before finishing the Demo, so if that's not intended, the Route should be reworked.

Saferooms take up way too much Room, they should just be a single Cell. Also felt like there were too many, but that might be because of DD. Same as with Boss difficulty.

All the Equipment hat at least its basic uses apart from Dropkick, Grenades having multiple uses is nice, wish other Equipment Options had that aswell, but it ofcourse doesn't make Sense for all.

You can extemely easily walljump up Walls with slight inclines like in Safe Rooms, and you can't traverse upwards into a different Room when the Ceiling is open, both of which felt not intentional and should probably be adressed.

Atmospheric it's pretty nice, but I wish it had more of a Story to it.

Submitted (2 edits) (+1)

Amazing looking game that feels great to play as well.  The game is overall super polished.

There are some things that are my personal thoughts that you might agree with or not.

1. I would like to start automatically at the last save when I die and not have to go into the menu.

2.  The first boss was a bit annoying because it was impossible to know if it was going to do its jumping attack while being off-screen. Some kind off-screen indicator would be nice if it does a lunging attack.

3. Crouching and then jumping for super jump felt kind of awkward, I would rather have a double jump.

4. I played with a controller but it felt like not everything worked with controller only, like menuing.

Other than that great game, keep up the good work!

Submitted(+1)

probably one of the most visually impressive demos ive played
its also very snappy and crunchy and feels good to move around and shoot
i only died once, in the dark water area -- it wasnt clear to me the liquid did damage until it was too late

Submitted(+1)

Holy shit this game mogs almost everything else on agdg. My only complaint is that the difficulty is too easy, especially after you get a few health packs the amount of damage you take is trivialized. Also selecting weapons with the number keys didn't work for me (but the scroll wheel did).

Submitted(+1)

Peak game and absolutely GMI material. Good job!

(1 edit) (+1)

This is definitely the slickest demo I've played, the character animation are so fluid and responsive that is just a Joy to move around with the boost, slides and somersaults at the point that I was almost disappointed when I found a double jump, in my opinion it would be more cool to merge more momentum based movement like some sort of mario 64 2d but I can see people not gitting gud and need of a boring double jump to keep height.

Also sound was a part of my enjoyment as the dark atmosphere they both crude and raw in this first section of the game that reminds me what I enjoy in souls likes atmosphere when done well (I couldn't tell what was 3D and wat was not)

I think the slide should not interrupt in the middle of a small passage, I than discovered that I can hold the button to make it last longer, Idk felt weird to have the head stuck in the wall

I don't know if it's only me but I found bosses extremely basic but not in a negative way as they were predictable enough to learn it after few second and it was only a matter to master the right movement, i really like this intuitive direction that makes you aware that you can dodge and is all about to figure out how to do it.

I'm looking forward for more progress on this game.

Tested the windows version on Linux with Proton

Submitted(+1)

The cover art is trash, but the in game it looks amazing and plays amazing too. I was trying to think of something to say, you really should get something better for cover art, it doesn't represent the game at all. Outside of that it's really fucking good right now.

Submitted(+1)

This may be one of the best game /agdg/. Congratulation. I have nothing to say.

Submitted

Does the linux version work now?

Developer

tested independently by a couple Linux users and it worked. I initially packaged it with the wrong file extension because of an error in my build export script

Submitted(+1)

your game is astonishingly good. i have no feedback to give aside from that, i'm sorry.
it's just too GOOD.

(+1)

I think it could be have more enemies / be harder (bosses were fine, I mean standard enemies)
I'd like to vote against numbers for damage feedback. Although numbers for boss health might be fine
You've mentioned there will be a lot put into the bestiaries, but I think this game also has a lot of room for environmental storytelling, if you haven't considered that.

Submitted(+1)

An extremely polished and competent metroidlike. Probably the most visually cohesive game out of all of AGDG.
Some notes:
>I'd like more enemy damage feedback. Maybe play with scailing or knockback a bit more, or dare I say.... numbers?
>That said, the primary weapon feels GREAT to use imo
>Very impressive UI
>Music is phenomenal
>Camera limitations emerged during the first boss fight? I would've liked my aim tied to my cursor in that moment. I couldn't react fast enough to his dash since I couldnt see him
>Gotta have more taken damage indication
>I think when I die I get locked in the player menu?

Keep it up man.