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Love Letter's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Presentation | #5 | 4.200 | 4.200 |
Metroidvania | #21 | 3.500 | 3.500 |
Overall | #22 | 3.250 | 3.250 |
Design | #25 | 3.000 | 3.000 |
Enjoyment | #44 | 2.300 | 2.300 |
Ranked from 10 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Engine
Godot
Team/Developer
4
Reference info
Lotus, CurtisSmithSound, Becca, alok
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Comments
Fantastic work! This feels like a really nice start! Way too hard for me and not really my style. The movement could be improved by preventing the wall jump at rest. That seemed to cause a lot of frustration during my play. However, you did a great job at getting the feel of a Metroidvania down. The level design is tight, the art is so adorable and feels so good. There is a whole lot to like here and is a beautiful entry. Way to go!
Nice job! Loved the art and the music, and the little NPCs were a nice touch. I have to agree with the other comments though that the wall jump feels really rough, the rest of the controls feel pretty polished but the wall jump just ruins it for me, especially when its so necessary for most of the levels. I feel like its just something small you'll need to tweak though, get the wall jump polished and you've got a great little game here!
good game dude, a tip, put the spring with the same outline as hero.show man
good game dude, a tip, put the spring with the same outline as hero.show man
Haha i can't believe i got rick rolled... and the character pointed it out as well XD
Jokes aside it's a pretty fun entry even if a bit on the hard side.
The pixel art and animation are nice and i like the character portraits during dialogue,the flowers changing to reflect the area's mood were also a neat detail, the music is quite good as well with some variety, at least from the 3 different areas i managed to reach.
One of the main issue i had playing this is the wall jump mechanic, i'm not sure exactly what it was about it but it felt odd to use, like sometimes when switching direction to hop on the next wall it didn't register properly and i just fall back down. SHame cause the rest like charcater movement and directional dash feel quite solid otherwise.
Now that said the game has undeniable qualities, the art and music i already mentioned, the level design as well seems well thought out, the easter egg joke was a cool suprise gotta point that out again XD
So yeah good times even if there are some things to iron out a bit, good job nontheless to you guys :)
I love how many Godot games are in this jam!
This one is specially nice, I enjoyed the art, music and sfx very much! So pretty and soothing.
I like that there's no concept of health, just death count and very usefull checkpoints. It's interesting to play a metroidvania without health bar or hearts.
About the wall jump, there's a very simple "if" check lacking here, if player is touching the floor, then don't wall jump. It's very annoying when I'm standing close to a wall and I just get yeeted to the oposite side. Also, it still feels very unpolished which is unfortunate because the level design is HEAVILY tied to wall jumps, making the game very frustrating to play in its current state.
I hope you guys keep improving the game because it seems to have lot's of potential!
This game is beautiful, it clearly has a lot of work put into the art and music. I am in agreement about the wall jump from Mr. Orangutans review however. Overall the feel of controlling the main character really sapped a lot of fun for me. I had a hard time getting through it. The controls overall need the most work. It clearly takes a lot of inspiration from Celeste, and the controls will be essential for that style to work. That said this has so much potential to get better. Great job on just finishing something too!
Real cool! I love the art style, but some of the movement needs to be overhauled, the wall jump specifically. I would recommend making the player be able to wall jump closer to the top, and if the player is NOT touching the floor, THEN you wall jump. Other than that, good game, good job!
I really liked the look of this game. Once I got into the upper levels I got a real Celeste sort of vibe (specifically the hotel) which I found really pleasing. Unfortunately, the controls really held this game back. The wall jump was super unintuitive and frustrating to use, and the spike puzzles themselves were so unforgiving that I wasn't able to proceed past meeting the character that talks about Valentine's (I was missing whatever I needed to get through the next room, and I was also unable to escape through the lower level of the building due to the respawn point).
In terms of the wall jump, It looks like others have mentioned it, but it was very unintuitive in two ways, 1) touching a wall would immediately bounce you off of it if you jumped and b) the timing felt a little bit off in terms of doing multi-bounce wall jumps. I'm not sure why, but I never really got the hang of it and just ended up spamming the jump button.
That said, the multi-direction dash that I got actually felt really good. I love that sort of ability and it was a joy to use. Keep pushing at it, get some better controls and more forgiving movement puzzles in this game and I'd love to see more of it, I really did enjoy the presentation. Keep it up!
I really liked the look of this game. Once I got into the upper levels I got a real Celeste sort of vibe (specifically the hotel) which I found really pleasing. Unfortunately, the controls really held this game back. The wall jump was super unintuitive and frustrating to use, and the spike puzzles themselves were so unforgiving that I wasn't able to proceed past meeting the character that talks about Valentine's (I was missing whatever I needed to get through the next room, and I was also unable to escape through the lower level of the building due to the respawn point).
In terms of the wall jump, It looks like others have mentioned it, but it was very unintuitive in two ways, 1) touching a wall would immediately bounce you off of it if you jumped and b) the timing felt a little bit off in terms of doing multi-bounce wall jumps. I'm not sure why, but I never really got the hang of it and just ended up spamming the jump button.
That said, the multi-direction dash that I got actually felt really good. I love that sort of ability and it was a joy to use. Keep pushing at it, get some better controls and more forgiving movement puzzles in this game and I'd love to see more of it, I really did enjoy the presentation. Keep it up!
Thank you, I didn't have a lot of time to make the levels so I definitely made some of them harder then what I would have liked. also good to know about the placing of the checkpoints.
Thanks for the feedback on the wall jump and dash. This was my first time making a game with Godot without strictly following a tutorial series so I appreciate the feedback.
Firstly I'll say that visually, the game is really pleasant. The sprite work is very nice and I found no visual bugs.
As for the gameplay, the controls felt a bit sloppy at times. I think my main complaint was with the wall bounce, it felt very inconsistent, and I couldn't really tell if there was a good way of controlling it. The rest of the movement felt pretty solid, apart from the dash feeling just a tad bit inconsistent as well, but nowhere as bad as the wall jump. Its not too hard to see that you drew a lot of parallels with Celeste with the movement, the collectables, the dash ability etc. Which is totally fine, drawing inspiration from another game is never a bad thing, but I was just hoping for a little bit more originality if I'm being honest. I was hoping for maybe different powerup rather than just adding an extra dash.
I would say it fits the metroidvania genre pretty well with the open level design and the scattered powerups. But once again, I would have considered adding a little more variation to the powerups, I think that could've gone a long way.
I'd also like to say that I enjoyed the characters scattered around with a decent amount of dialogue. It really helped the world seem more alive.
Overall I had a pretty good time with the game other than the times that wall jumping was necessary. I can tell you put a good amount of work into it and I think the final product was very clean mostly. Great job :)
(Also I ended with 9 flowers and 128 deaths.)
(Also can't believe I got rick rolled)
Thank you for the feedback, for the upgrades I was planning on adding one or two more but I realized I didnt have enough time to add them.
The wall jump seems to be the biggest thing I need to fix, do you have any suggestions on what would make it feel better to use?
This was my first time making a game with Godot without strictly following a tutorial series so I appreciate the feedback.
Im also really glad to hear that someone finished the game. I didnt have a lot of time to make the levels so some of the levels were more difficult then I would have liked them to be.