I loved idea of this game.Great job!
by the way could you play and rate my game?
Criteria | Rank | Score* | Raw Score |
Creativity | #518 | 3.769 | 3.769 |
Overall | #1280 | 3.321 | 3.321 |
Presentation | #1365 | 3.462 | 3.462 |
Enjoyment | #2341 | 2.731 | 2.731 |
Ranked from 26 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game fit the theme?
You literally control a dice by rolling
Did your team create the vast majority of the art during the 48 hours?
We created the vast majority of the art during the game jam
Did your team create the vast majority of the music during the 48 hours?
We used pre-existing audio
This is the most impressive Jam Metroidvania I have ever seen in my life. It took me about 2 hours to beat the game, which is the longest I have spent on a Jam game basically ever. :) The Bennet-Foddy / Metroidvania combo really works. Very well done, and a cool aesthetic as well.
A few pieces of advice to slightly improve a great game:
1. Faster movement on sand would be nice.
2. The cooldown on your pips should probably be reduced or taken out. I get that you have to restrict being able to infinitely jump in the air, but maybe having all the pips reload instantly upon touching the ground or something of that nature would eliminate the waiting factor while platforming.
Overall, great job! A 3D Metroidvania is extremely ambitious for a Jam Game and this turned out great!!
Oh my god, that's really nice of you. You actually played it for 2 hours and I wish I had made it better and more balanced so the game could appreciate your efforts better cause I honestly can't appreciate enough the time you put on my game. The comments like yours give me so much motivation and confidence.
I had some plans in mind to balance the overall experience in terms of difficulty and pace but you have some wise advices that I hadn't considered.
Thank you so much and I'm glad you liked it :)
Really cool game! A bit difficult for me, but I was really impressed with the design and the visuals looked cool! Great work!
Thanks for playing my game and I'm glad you liked it.
I'm planning to fix the control difficulty, balance the orbs placements and some other tiny improvements at the weekend an release a post-jam version after the jam. That's all for now, nothing huge, but I'd like to have a chance to explore other possibilities of the core mechanic of this game in the future.
I'll play, rate and comment the game of anyone who comment here. I can't wait to try yours :)
Very ambitious and meaty for a jam game. I don't think I've even seen a real 3D Metroidvania in a GMTK before. Definitely rewards those who are persistent. Which I kind of imagine is not most -- I know I got pretty stuck after obtaining the second pip. The challenge of doing not just 1 two gap jump, but a whole bunch in a row is pretty daunting, especially because you haven't really learned the mechanics that well yet. So in true metroidvania fashion, I went and sequence broke my way up the hill to make it to a new area before I think I was supposed to, and came back to that spot, now with a full 2 face, to obtain that pip the easy way.
Once you start obtaining a few more pips after that, the game really opens up, and the game becomes fascinatingly non-linear. You can go find some pips by exploring crevices, or do some challenging platforming. At some point, you realize that you can get even more height by jumping multiple times, and it's at that point that the game becomes a lot more fun.
I did eventually manage to fill up my die and make it up to the pink d20 looking crystal, where I got confused because it didn't seem interactable. Was I supposed to 100% the pips first? But anyway, got probably more than an hour's worth of gameplay out of this, which is pretty impressive for a game jam.
But anyway, I liked the intuitiveness of the idea but did wish it controlled better. The die is pretty slow to move around (which you can make faster by boosting, but still), and there's a pretty heavy learning curve to it. That being said, I'm not really sure how to make it less confusing -- the entire point of the game is orienting the die, so to make that any easier might lose some depth, but it's pretty tough throughout to specifically position yourself in just the right way, and then to position and time another face to boost you in the right position in mid-air. Which of course is made even more frustrating by the fact that this game is Getting Over It with Bennett Foddy style -- you fall down, you now have to climb all the way back up.
Edit: OK weirdly I found the game kind of frustrating while playing it, but now that's it been 3 hours and I can look back on it with rosy-tinted glasses, I think it's my favorite game in the jam so far. (Also I like to play all the games tagged metroidvania in each GMTK jam and this was the first one I played and I don't think any other games surpassed it, certainly not in scope or originality).
I'm so thrilled by your detailed and kind words. Actually I don't know what to say right now :), at this point I think you know my game better than me, I mean I thought it's not possible to climb up the hill without more force orbs.
I know that the control is harder than I thought it would be specially when I forgot to put any proper force orb after you get the third one. There were thing that I wanted to put in the game, like jump pads and movement speed upgrades to make it easier to explore the map but sadly I didn't manage my time and effort properly. I wish I could make a better experience for people who play it, especially people like you who spend so much time and managed to beat it.
About the crystal, honestly I added it into the game minutes before I exported the last build and didn't manage to make an end sequence. So I'm really sorry about that, but I can only thank you for your time to play and beat the game (which I thought no one would do that) and your heartwarming comment :)
Controls are very difficult but that can also be fun in its own way. Maybe a bit more jump height would've made a big difference. Cool environment for an adventure. Nice work!
I wish I had managed my time better to ask more people to play my game so I could fix the control difficulty. I have some ideas to make it much better for the post-jam version. About jump height, I know I forgot to make sure players know about it but you can jump mid air and do double jump or triple jump, it's actually the only way to get some of the orbs, though I know it's a really hard maneuver specially to reach the crystal, which requires at least a quadruple jump.
Btw, thank you so much for playing my game. I'm glad you liked the environment :)
I think world design can be improved, I think it fits the mood but it felt pretty repetetive. I like the game idea, but hard to control.
That's amazing. Since I forgot to place proper orbs after getting the third one and didn't manage my time properly to add movement speed upgrade and jump pads (to travel faster along the map), I thought no one would try double jumping or stay enough in my game to get fully upgraded.
I know it's a bit hard to control the dice but I hope you enjoyed the game :)
And thank you so much fore playing and getting fully upgraded, you made my day :)
The game looks good and the music is nice, but the gameplay is really slow and kinda tedious. After about 7 orbs I was just kinda done. But I do have to say the concept of platforming with a physics die where different faces can boost you different amounts is really cool!
Yeah you're completely right.
I wanted to put an upgrade that boosts your speed and make some jump pads which could throw you to other sides of the map to explore faster but ran out of time. And also I was in such a hurry that somehow I forgot to put some force orbs after the third one you collect, so you have to go all the way to the other side of the map for more orbs.
Thank you so much for playing my game and giving me your detailed feedback :)
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