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Knight of Ice's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Gameplay | #7 | 3.939 | 3.939 |
Soundtrack/SFX | #7 | 3.909 | 3.909 |
Overall | #20 | 3.655 | 3.655 |
Gameboy Soul | #23 | 3.970 | 3.970 |
Graphics | #36 | 3.667 | 3.667 |
Interpretation of the secondary theme | #85 | 2.788 | 2.788 |
Ranked from 33 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
Wow, how did I miss this gem?
I'd be reiterating everything that has already been said: Great game with a buttload of graphics, great graphics, great music. It's incredibe you were able to get this much done for a game jam.
Awesome job!
Played it on Twitch yesterday, and has a great time.
Obviously lots of work went into this entry. The map's huge, the graphics are nice, the music is especially good IMHO, and the controls feel tight enough for all the platforming / battle to be enjoyable. There even are two different endings :O
What more is there to ask? Well, here are some clue about where to go next. Add gamepad support (I think this is already working in the post-jam version). Add a bit of juice here and there, e.g. frame freezes on hits go a long way to make things feel more dynamic. The lasers near the end lack a bit of anticipation for my own taste. And maybe find a way to entice players into looking for the seeds a bit more actively. But all of this is whipped cream on top of an already very solid jam game.
Well done, keep on making cool stuff like this!
Absolutely solid entry. Good call on the palette swapping and really nice amount of content! The game compelled me to keep playing to see whats next all the way until the end. Some of the enemies felt a bit unfair in how they behaved or with their placement, but nothing too crazy to really hurt the gameplay. The attack timers seemed to function even when scrolling to a new screen giving the player no reaction time. I think the design decision to make certain boss attacks produce hearts was the right call, but at the same time it almost made some of the bosses feel too easy.
Is there some sort of extra ending for getting all the seeds. I think I collected all but maybe one.
This really felt like a complete package. Impressive work!
Thanks for the review and feedback!
Yes, there's an alternate (true) ending only if you collect all the seeds. :) I will be publishing a "DX" version (GBC version, per se) with colors and more content, stay tuned!
I really enjoyed how many rooms there were, and even that the game had boss fights! I thought the enemy attack sequences were good too, and made for interesting extra mechanics to add to challenging platforming.
I felt like the hit range for the player was too short, and often I'd end up inside an enemy before my hit would register. This quickly became frustrating in tight areas and I'd often just have to avoid enemies entirely and rely on my platforming skill. The cyclops boss fight also had a larger collision box than the sprite, meaning I'd sometimes take damage when the two sprites weren't touching - mixed with a short hit range this made the boss more frustrating than difficult. Also, and it's a minor thing, but I felt the player should pick collisions for hearts first before taking damage from an enemy collision. There were a few times where I tried this and it didn't work out. Mechanics which feel unfair or against the intention of the player can make or break a metroidvania.
I liked the collectables, but I must admit I didn't really understand what I was collecting. There were a few things that looked like letters but I couldn't make out what they were for.
There were also some issues with the level design:
- There were checkpoints before large empty rooms which meant dying resulted in walking through empty, safe areas to get back into the action. This quickly sapped my energy for continuing.
- There were blind jumps across spikes towards moving platforms. I was in the spiky plant area and I hadn't encountered moving platforms yet. When I arrived the platform was off camera so I just took a blind jump and hoped for the best. The best option for these kind of puzzles is to show the moving platform as it moves away when it's first on screen.
There was a slight issue with pixel rounding which meant that the player was sometimes 1/3rd of a pixel off the floor. You can also see in this screenshot that some pixels are wider than others. This'll be down to the rounding algorithm you use.
All in all though, the platforming challenges were fun, the artwork was really authentic and the sheer scale of the project was very impressive. The music was really enjoyable and all the different backgrounds really made me feel like the areas were separate and unique. I thought playing as the penguin character was good fun.
Awesome entry, lots of content, nice touch with the palette swap and super gb soul. I would've love more enemies and more interesting enemies, right now they are easy and most of the time I just ignore them. Also, didn't quite felt the secondary theme in the game. Music is great too, it is a great game overall.
Very clean and well made game controls feels wonderful! This game deserves a good place in this jam! Did you do it alone or in team? I really enjoyed it!
Hey man, thanks for the kind words!
I did it myself, no team.
nicee job maan you worked hard
Great job!
Love the quantity of content in this game. It's suprising how many thing this game has for being made in a week.
Thanks brother!
Didn't manage to screenshot it in time, but got the bad ending lol
Damn good castlevania-ey game.
I'm still astonished with the amount of content you manage to cram in here, along with it being well designed to boot. Loved the visual differences between the various parts of the map and how unique every section felt. The checkpoints were well spaced and prevented things from being frustrating ( mostly ).
The bosses were great and well designed, though I felt like the indicator for when the second boss does the spike raising attack from the ground could have been indicated better since his animation seemed a little too similiar to when he does the projectile attack. Also felt that the way to hurt the final boss could have been indicated a little better since I was kinda attacking his head for a long time before realising that it was doing nothing.
I found the insta-kill spikes the most annoying tbh, along with the placement of some enemies. But these are nitpicks at best. Phenomenal jam entry
Hey, thanks for the detailed feedback. It's sad you got the bad ending, you should try again for a good ending!
Excellent job a really fun game, and I find really interesting that you can change the palette
Thanks!
Good job Carlos! It really show you put a lot of time and effort into this. A masterpiece!
Thanks! Yes, I did put a lot of time, my week turned into 3~4 hours of sleep every day haha.
Loved the game. I liked the fact that you actually need to defeat each boss in order to continue your progress through the game. I tried skipping boss fights, but that didn't work at all. I liked the idea of changing palettes, I'd love to have that automatically set to change palettes by zone.
PS.- What was the crouch for?
Thanks!
You already knew about the crouch missing feature, che mamersote.
I got the true ending. Some strange situations in which things either respawned or didnt un-spawn (hearts) but an overall solid entry.
I'm happy you got the true ending, that means you went through the map!
Yes, there are some bugs there but I think nothing as a show stopper. I will fix them in the DX version though! Thanks for the review.
Excellent little Metroidvania adventure, lots of contents for a jam game!
Very solid design. There's a couple of spots that could use some polish (a couple of leaps of faith and some of the enemy placement), but overall really good stuff. Having a map was great, I didn't get lost.
Nice presentation too! Congrats!
Thanks for the feedback, you know it means a lot to me.
We might want to start considering teaming up for Jam11! :P
Very well-done game. Really enjoyed the soundtrack and the gameplay was solid as well. I felt the plant theme could have been better incorporated, but really that is my only critique.
Cool! it really looks like a Gameboy game
Super fun and feels great. Nice palette shift choices too.
Absolutely Amazing