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A jam submission

MonatomicView game page

In an effort to save humanity, one scientist, Dr. Douglas Bones, has discovered the next step in humanity's evolution.
Submitted by DABUOYS (@da_buoys) — 20 hours, 12 minutes before the deadline
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Monatomic's itch.io page

Results

CriteriaRankScore*Raw Score
Theme#753.0423.167
Fun#1002.8022.917
Visuals#1072.8823.000

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

(+1)

Well, really impressive.  Mysterious, which makes it compelling & wants to discover it more and more. The target circle illuminating the surroundings is also very appealing, so light-shadow effects are really amazing.  I prefer these kind of semi-adventure with arcade element games, where some greater story is behind.

Submitted(+1)

Writing was amazing, nice plot, cool characters, nice mechanics, I really had no problems with the text boxes I really liked the way everything is written up, I had fun learning the mechanics and upgrades to our robot, it was a little hard to understand where to go, but it seems like that was the idea to let the player find out! congrats! 

Submitted(+1)

This was a lot of fun! Quite a bit of content, I'm surprised! I wish there was more art going on in the scenes though, the levels felt a bit empty. The story writing was good and the platforming was executed quite well! I wish the jumps were a bit higher though. It felt like EVERY platform needed a double jump. 

My biggest suggestion would be to limit the controls to the keyboard. I found it hard to coordinate WASD, Space, and mouse move/right-click. For 3D games, these combinations are intuitive as they serve completely separate mechanics (look vs move & shoot vs jump), but for right-clicking to be the speed dash felt weird. I think either double-tapping a direction or shift would have felt more natural to me.

 I would also have much preferred the light to just be on the player, as trying to keep the mouse near my player felt more like extra work and less like an 'advantage' (like being able to look around the level). 

Overall great work! I can tell you put quite a bit of effort in and it shows! For a 2 weeks game this is very impressive! I hope you continue to work on it! It is a really good start to an awesome metroidvania! 

Developer (1 edit) (+1)

We definitely ran out of time aesthetic-wise on prettying up the different areas. Neither of us are super experienced with pixel-art, and are working on honing those skills.

For the controls, we are definitely planning to incorporate custom controls, as I have received feedback that some folks aren't WASD gamers, and much prefer the arrow-keys for platformers. The idea with making the dash on a separate hand was for some intensive platforming jumps, to spread the carpotunnel-button-mashing to both hands.

Thanks for playing and providing great constructive feedback!

Submitted(+2)

I like your choice of having only one color for a whole scene.  Sometimes the room transitions where werid when you jump into another room and then instantly fell  back down. Was hard to fiqure out where to go at these points. Allthough I'm not to big of a fan of much dialogue, I appreciate you put so much work in there.  Overall good work   :)

Developer(+1)

Thank you! The room transitions are a bit funky, I think that comes down to the verticality of the orange area. Perhaps making mostly horizontal transitions would have been a better solution, especially for earlier in the game.

Submitted (2 edits) (+1)

Played, did not pass.

  • It is difficult to see the character, you must constantly hold the cursor to see, it is more annoying than a fan;
  • The character moves too fast (not natural);
  • If you lose, you need to scroll through the entire text.

If it is necessary to do everything dark so that the player is looking for ways, then I would suggest making a partner drone. He would always sit on his shoulder and illuminate the current position of the character, and at the request of the player he could fly and inspect the area.

This is just my suggestion. Good luck in development =)

Developer(+1)

This is good feedback!

We toyed with the idea of having the player be able to see around themselves as well as the cursor, but ultimately decided to just have the cursor illuminate the area to make for a more challenging adventure. That would have also been a good upgrade to get along the way *takes notes for a remastered version*.

I suppose the character moving too fast is also subjective. In order to ramp up the platforming challenges throughout the later parts of the game, it felt like we needed the movement speed, but we didn't toy with that much through our testing, since it felt fine to us (we were also super used to the mechanics and physics by then though, too).

Pressing SHIFT skips cutscenes, I forgot to post that on the game page. Oops!

I think some of the "darkness" would be solved by having some sort of tileset for the black blocks. That was something we were working on, but didn't get it done/polished in time to have a unique tileset for each area.

Thanks for your feedback though! It's great to get outside perspectives, as playing your own game, you tend to overlook a lot of things.

Don't ruin a great game with so much text!

Developer(+1)

Sorry you feel that there was too much dialogue. We wanted to create an immersive storyline, yet we know that isn't for everyone!

(+1)

I'm a lazy person I think I needed pictures with the text, or have it dripfeeded.