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Metroid Engineer's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Enjoyment | #16 | 2.772 | 3.143 |
Audio | #19 | 2.520 | 2.857 |
Gameplay | #20 | 2.646 | 3.000 |
Overall | #20 | 2.369 | 2.686 |
Graphics | #21 | 2.394 | 2.714 |
Story | #24 | 1.512 | 1.714 |
Ranked from 7 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Engine
GameMaker Studio 2
Team/Developer
Keromas
Reference info
@BtdGabin
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Comments
I just finished up your game, & it was not bad, but there were a few things keeping me from enjoying it more.
I liked some of the gameplay aspects a lot. The charge shot is pretty good, & it interacts well with the homing missle enemies. Fighting them would be less interesting if you just had a generic shot. I really liked the way you did secrets, by putting them in conspicuous places and then revealing them when you get close to them without needing to touch them directly. I think my game would have been better off with something like that, to be honest. I especially liked the long ladder in a hidden area just above the beginning, next to some spikes on a wall. It felt like finding a shortcut after I found that.
Some criticisms - like some other people mentioned, it would be better to be able to take another hit or two before dying, and the run speed should be higher. I also have a personal preference for playing on gamepad, and I can use joytokey to map keyboard buttons onto the controller, but if the mouse is used I can't really do that. That's just my personal preference, so I wouldn't call that a flaw, but it is nice to give players more control options, so it's something to consider.
I did find one glitch - when I played the game the first time, everything worked fine, but the second time, for some reason the spacecraft was invisible. I could still see the counter showing how many cogs were needed & I could still interact with the platforms in the area even though were invisible. It didn't have that problem the first time I played, so I have no guess as to why it happened the 2nd time.
One other thing, the ladders were a bit awkward. There was one area with cogs near the beginning that was very hard to get to, but only because you had jump past a ladder, and your jump turned into ladder climbing if you touched it. I think a seperate jump button and up button would be ideal to solve that problem. I would also change the jump so it only activates when you press the jump button instead of just holding the jump button down. Both of those things are a matter of preference, but the vast majority of platformers do those things as I described, so I would recommend it to make players feel more comfortable.
Not a bad game once I got used to the controls, thanks for making it!
Thank you very much for this very complete feedback, I will try to answer all your remarks because you took the time to write them.
At first, I voluntarily increased the difficulty because after playtests, the level was too simple and the enemies were not really a danger. But maybe this buff takes Metroid Engineer away from the Metroid vania genre.
For the controller, I would also like my games to be playable with it, but I don't have a controller at home so I can't test the controls and the feeling, so I don't prefer to implement the controllers.
Then, for the spacecraft bug, I've had it for a number of versions but I don't know where it comes from. It's random but as long as it doesn't block the player, it's not a big deal.
Finally, the ladders are half bugged, I noticed the strange behaviour when the player jumps but I decided to keep it because it makes it easier to move around the LD in some places. I'm not a big fan of adding a special button to climb ladders as the controls inevitably become more complicated to learn. But I'll take what you said there and test it in my next platformers.
Thanks again for your comment.
I like the concept of the game, but I couldnt get a few cogs without dying , could turn into something very interesting! Good job!
Thank you for your feedback ! To get some of the cogs you need to unlock a new ability by exploring the level.
Pretty neat concept. I think you pulled the abstract graphics off pretty well. I would have liked to see a little more animation on the player character at least though. Generally it has a good aesthetic! Good enemy variation, and I like the shield ability that you get. The shoot charge is interesting to say the least!
I wish the player movement speed was just a bit faster overall, and maybe the jump a little less high. I enjoyed the game though, and really loved all the hidden spots that you made!
Thanks you so much for your feedback !
Though the graphics are very minimalistic it really suits the game. The gameplay feels pretty good and charging/firing the attack is very satisfying, the trail effects on the bullets look great. SFX were nice and clean.
I feel like maybe the player should have more health, it doesn't take many hits to restart, although you go keep your progress which is nice.
Good work so far, keep it up!
Thanks for your feedback, I tried to tweak the game as much as possible, thank you for taking it into consideration.
As simplistic as the graphics are, you made the most of them thanks to some good effects and a simple color palette. World was condensed enough to always have the next thing ready to go and the contained encounters were designed well.
I did find the gun charging mechanic to be a bit unintuitive, though, and dying and going back to the very beginning was brutal, especially with enemies that killed you in one hit.
Overall, though, I had a fun time with it!
Thanks for your feedback, I tried to make the shot mechanics as pleasant as possible but I am aware that it is not what we are used to.
Don't hesitate to leave a little feedback or your experience in comments, it's always a pleasure to read.