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A jam submission

Shuttle JackerView game page

An unfinished metroidvania prototype for Metroidvania Month 10 (#MetroidvaniaMonthJam)
Submitted by Azecy
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Shuttle Jacker's itch.io page

Results

CriteriaRankScore*Raw Score
Gameplay#43.2123.500
Engagement & General#52.7533.000
Overall#72.5922.825
Graphics#82.9823.250
Audio#102.6382.875
Story#121.3761.500

Ranked from 8 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Engine
Godot

Team/Developer
Azecy

External assets
Music: "Crux" by Nihilore www.nihilore.com https://creativecommons.org/licenses/by/4.0/ Sound Effects by Osabisi Graphics: 0x72.itch.io/16x16-robot-tileset karliszabers.itch.io/alienworld-tileset laredgames.itch.io/gems-coins-free ansimuz.itch.io/sunnyland-forest https://creativecommons.org/licenses/by/3.0/

Comments on the jam
Thank you for holding the jam! I will try to make something more complete in the future.

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Comments

Submitted(+1)

Gamefeel is really good on this one! I'm hoping to see where it goes when there's more of the gameplay.

Developer(+1)

Thank you! I'm having a lot of computer problems right now so I won't be revising it as soon as I'd like, but I definitely plan to.

Submitted(+1)

It's a solid prototype - all the base mechanics work fine and the level design seems good (though that single very precise jump on the very right of the first room caused some trouble for me).

Developer

I just went back & checked out what jump you were referring to. I actually never realized how tight that jump was when I tested it, but yeah, there's less than 1 tile of leeway. I definitely didn't want to make any jumps that hard in the early game, so I'll throw in another tile there to make it easier. Thanks for the feedback!

Submitted(+1)

seems like a good start

it was a bit of a pain to squeeze in between platforms in one of the rooms because the characters hit box seemed a bit big for that

Developer

Thanks for the feedback! In fact, what you're talking about might already be fixed. I'll try to push out the next update soon since it's a problem. Hopefully the platforming will be more fun! I still need to figure out how to make the player fall through single-tile gaps in the floor more easily, but I wanted to make it so they could run over the gaps too, like in Super Mario Bros. & a lot of other games. It's a little tricky to do both but I'll try to figure out a way!

Submitted(+1)

I like what you have so far, but it took me some time to get used to the longer jumps.  At first, I missed them through the climb to the top of the first room and had to make my way back up a couple times.  Maybe more speed would help, as others have mentioned.  I then tried entering the door where you first start and collected a bunch of coins, but wasn't sure how to get the one's near the top...after poking around a little more I found the power-up.  When I realized what it did, I went back to the highest coins and collected them.  :)

Some of the jumps felt a little constricted with the tile right above your head.  It wasn't too difficult to navigate them once I got the hang of jumping.

Also, I would like to see a little more color or a bit of change of scenery, background detail, etc.  Lots of gray.

Nice work!  Hope you keep it up!

Developer

Thanks for your feedback! I am definitely planning to change those things you mention, but ran out of time before the submission deadlline. 

I'm kind of glad you had a "metroidvania" experience by accident due to the powerup and unreachable coins being in odd spots! I threw in the powerup right before I submitted the level since it was pretty much finished & it wouldn't even be close to a metroidvania without at least one powerup. There's also a couple impossible jumps in the starting room, but I didn't get around to putting coins or anything to make you want to go there. Plus one is covered by the heads-up display! Another thing I need to fix.

Some of those hard jumps might just need level design solutions instead of physics solutions. Some of those jumps were in there for me to test out how the movement felt. I don't think I would put in overly difficult jumps in the early game in a finished product. There should also be some more platforms so you don't have to start the whole room over when you miss a jump. I'll keep working on it, so I hope you don't mind checking on it again later!

(+1)

I almost didn't try to enter the door at the beginning of the level - but I'm glad I did. The extra room was nice, and it only made me curious to see more!

A good start, the basics (controls) feel pretty good and responsive, which is great. I agree with what Raptor9999 said - the players movement speed felt off to me. A little more speed would be good.

Developer

Thanks for the input! I actually started out with the player faster but reduced the speed. For some reason it feels like it's too fast to me, but in general I think moving fast feels better, so I'll take your advice. I'm planning on revising it with improvements, so hopefully you'll enjoy it more in the future. It obviously needs a lot more content too, in order to feel like a real game. That first room was basically a prototype I made before the room you start in. It's like a "playground" I made to see if the physics felt good & to check what height/distance the player can jump to, etc. I'm glad I left in a door for it!

(+1)

As for the speed - keep in mind it's subjective. So, you may have tuned it to feel "spot on" for what you envision as your target gameplay experience. So... if the gameplay further justifies those decisions, maybe they are good to leave alone.

In other words, take the feedback with a grain of salt :) I hope you continue to work on it!

Submitted(+1)

The controls are pretty good. I feel like the player could move just a bit faster and you could lighten the gravity on him just a bit so he doesn't fall quite so fast. Generally feels pretty good though. The shooting is quite responsive and works well. I like the double jump ability. Keep working at it! You could make a whole space station and maybe add one more ability to get, along with money collectibles!

Developer

Thanks for the input! The tricky part with the money is making it so it doesn't "respawn" when you reenter a room, but I'll work on it. I will also take your advice on the gravity. I noticed when I went from playing another platformer to testing my game, it really felt like the player drops like a rock. Thanks a lot for the encouragement. By the way, I liked your game, it was really cool! I will leave some detailed feedback for you later.