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Allocation's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Design | #10 | 4.667 | 4.667 |
Ranked from 114 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
I really like the idea although jumping with Z took some time to get used to and the building of the map was a bit tedious. Otherwise a very well made game. Good stuff.
Thanks, I'm glad you liked it :)
great game! looking forward to see speedruns of it
Thanks! Some people have posted their times in the comments, and that's really cool to see.
Thank you for playing! I like the idea of a level editor - that could be a lot of fun.
Excellent concept and representation of the game jam's theme. Metroidvania was one of the "genres" we talked about in our team but couldn't get to conceptualize. What you did is marvelous. The aesthetic is pleasant. One of my favorites so far.
_φ( °-°)/ We'll appreciate if you rate and comment our game: Slow Ride.
Thank you very much! I'm planning to play quite a few games this weekend when I have some more time.
Very fun, loved the idea!
Thank you!
best game I've played this game hands down. took me an hour ad a half to finally beat (not used to wasd controls!) but it was real good. top ten. hope it gets featured.
Thanks!
this is really clever. I love it.
Thanks!
Great mechanic. Gotta be a shoe-in for the show case. Well done.
Thank you!
I love it, such a unique design and as a fan of metroidvanias, it was something fresh. 4/5
Thanks - I'm really glad you enjoyed it :)
Brilliant. I love how elegant the map progression combo was. 5/5.
Thank you very much :)
HOW INTRIGUING!
THANK YOU!?!
Clever, but feels like you're spending a lot of time on the map screen instead of doing the Metroidvania thing of exploring.
Thanks - I tried to streamline the map editing process as much as I could, seeing as how much you need to do it to beat the game.
The only problem I see with the game is that the character moves too fast and you can't decide how hight you jump wich makes it hard to aim or simply moving around. This is a problem especially beacause the rooms are small and it doesn't take long to traverse them. Otherwise it's a good game: the concept is fantasic and the execution is also pretty good. I would like to see this as a full game.
Thanks! I would definitely work on the character movement more if I had more time.
No shame necessary - I've seen a few comments from people not realising that. I should have made it clearer that they were enemies, not just obstacles.
Great idea! I think it does need upgrades though, because I felt like there was no reason to go to the rooms if you're just getting more rooms!
That's true - I think if I made this game longer it would need something else to keep it interesting. Thanks for playing!
I loved your game and have nothing substantial to say so let me just throw an idea:
I would love it if there were upgrades and stuff will begin to be father and father away, so you will have to use harder and harder rooms that were impossible before you got the upgrades.
Great work!
Thanks for the idea! For this jam I decided to stick to the main mechanic only, so that's why all of the upgrades in this game are new rooms.
The use of a homebase that needs to be returned to and the ability to rearrange already placed rooms is brilliant! The moment I realised I would need to place a hard room felt to tense. Wonderful game!
Thanks very much! I'm glad you enjoyed the main mechanic so much!
I really love the idea and the general execution, but the controls kinda ruined the experience for me. Having the jump and shoot keys adjacent meant that I commonly did one when I meant to do the other, which resulted in a lot of deaths. I know it's a jam, but generally having a couple control schemes pre-bound is a nice thing to do (WASD with space to jump is a pretty popular scheme, and none of those keys are used here).
The second issue I had with the controls was around the movement. The jump takes you way higher than you need to get on most platforms and the lack of ability to put yourself in a corner and turn around to shoot both make getting through certain rooms without being hit really difficult. The vertical shaft with the three blades is a great example. There's little room for timing a jump and a shot since you have to come off the wall to be able to shoot at the blades. Then the jump sends your head through the platform above the one you're aiming for, meaning that if you've not also watching the blade above, you get hit.
These issues aside, the game is really well made/designed. The art style is simple but super effective. The sound effects are serviceable, but can be a little on the grating side. The idea itself is incredible and has a lot of potential possibility space.
You've got a potentially really great game on your hands if you want to keep developing it. It could just use a little bit of polish in the controls.
I believe this is a limitation of the pico-8 engine they have used, you can play with a controller for a better experience perhaps?
Ah, thanks for the heads up!
That's right - Pico-8 is a fantasy console so it's a bit restrictive with the controls. I actually set it up with a controller myself when I was showing it to family members.
This was great! Full version when? :-). I feel like it needs one of those plots where your character is on some dire quest and the game won't tell you exactly what that is until it's nearly over. And all the obvious not-a-gamejam-game polish, of course, but I'd definitely buy a completed version of this game.
Also: I want to see speedruns of this.
I'd love to make a full version of this game with a plot like that! Speedruns would be pretty cool too - I love seeing people post their times in the comments!
This game is super awesome. It's a metroidvania where instead of acquiring skills to traverse rooms of a level, you acquire the rooms to place and allow traversal through the level, this is a great spin on metroidvania.
Thanks for playing! I'm glad you enjoyed my take on the theme!