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A jam submission

Seeds of RebirthView game page

A game for Metroidvania Month XVI
Submitted by DivFord — 9 minutes, 56 seconds before the deadline
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Seeds of Rebirth's itch.io page

Results

CriteriaRankScore*Raw Score
Presentation#133.6673.667
Metroidvania#133.6113.611
Enjoyment#143.2783.278
Overall#153.4723.472
Design#193.3333.333

Ranked from 18 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Engine
Unity

Team/Developer
DivFord, TreeBeef2, GabrielCantor

External assets
Sounds from Freesound.org

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Comments

Submitted

This is a very pretty game, the art is all very charming. And the music is very relaxing as well. I also appreciated the increase in intensity when damage was taken. This is just an overall nice, chill game to relax and explore in.

Some feedback:

- The attack swing looks a little bit short. I never had trouble hitting enemies on the ground, but it got a bit iffy in the air, especially breaking overhead vines.

- The controls were a bit floaty, especially when landing. I found myself sliding off of edges fairly frequently which added some frustration to what wasn't really difficult platforming.

- The camera is pulled too far forward for my personal taste, the character sits very far back on the screen.


And not really feedback but a bug I ran into, when I got one of those "spend essence pop-ups" I hit ESC cause I though that would close it, but that brought up the main menu. Hitting ESC again closed the main menu, but it was also impossible to close the essence pop-up from that point forward so it just sat on my screen for the rest of that play session.


Anyway, very cool entry. It was fun to just sort of run around, whack rabbits, admire the artwork, and chill out to the music. Great job!

Submitted

i like the little bunny villain's design a lot, i felt like they through me too far back when i'd hit them i just kept falling off stuff, but my game dexterity is low. fun stuff!

Submitted

The art is fantastic. I loved the world building through the level design, the little guy running away from you and the strange tree-creatures. The dynamic music was cool too. The platforming was rough around the edges, the collision wasn't very consistent and the character physics made the controls feel unresponsive at times. Overall though great entry.

Submitted
Deleted post
Submitted

Wow! This game is so cool! I love the art! Sound is good and the background music is pleasant, though it could be turned down a bit. And the design! I love the little vacuum friend and how, in a way, it’s getting the abilities, not the player. I didn’t understand everything, but I think it would have been revealed in time maybe. (Like why vacuum up the green pod seeds? Did they have a use?)

The controls need some attentions as I think other’s have commented. So, you’ll get to that. And I think, even though the art in the world is awesome there are parts that are a bit barren. Maybe a parallax effect and fill in the background with some eye candy. And I think lighting can be added so things really pop. Like our little hoover friend could glow and so could the rest tree, etc.

It’s also not obvious what to do at some point. I really want to come back and try later, but I’ve already played for an hour and need to move on. So, maybe more direction or more lore. Or did I just miss something? It happens and it could be on me.

So, overall great art and design! I did get stuck the first time when I didn’t chase the hoover friend and went to where you get that first essence without it being there to befriend. So, maybe make that impossible to happen. But once I befriended it and figured out what it did, I was like “Wow!” Really, awesome idea!

I would like to think our game has some interesting ideas in it being a top down space shooter metroidvania. We certainly had a lot more ideas than what we could get done even with a month long game jam. We would love it if you would play, rate and leave a critique in the submission comments! That would help us out tremendously! Thanks!

Submitted

Solid entry! I love the attention to detail here. Jump animation, camera that dynamically changes anchors based on the way the player is moving, squish animations, etc. Nice job.

Submitted

There is a really cool vibe with this game. I quit at some point when I didn't where to go, I had only unlocked the cute companion and the sword. I think the world is a little too big, or could use some more direction. Otherwise, the art, animation and music are great and help create a really chill and relaxed atmosphere.

Great work :)

Submitted

I really liked the atmosphere of this entry. The character art and major prop pieces are gorgeous. The little friend is a fun premise and the mechanic works pretty well.

I'll admit to not having the patience to finish. I fell back down to where you get the friend by accident, and it seemed like the only way to get back to where I needed/wanted to go, was to do a giant loop again. You have other places where you've set up shortcuts that open up after you've passed an area the first time. It would be nice to have one here, too.

My other main gripe is the movement of the character. Smaller platforms can be very hard to land, especially from below. After experimenting it some, I realized it's because the jump stops moving left and right as soon as you let off the movement key, but the walk has momentum. The inconsistensy leads to holding the left button (for instance) while jumping to get up to the platform, but because the platform is close to peak jump height, as soon as the engine detects that the character is grounded, if I let off, the character will slide right off the other side of the platform. If I tried to be gentle about the jump velocity, as soon as I let off, the character stops moving in the air and falls straight down, missing the platform from the front. I found the best way to deal with it was to always hit jump again when landing on small platforms so that I could have the character jump straight up to stop the momentum. It made the rest of the platforming palatable, but was definitely awkward.

Lastly, an aesthetic note: the platform/level art lacks the detail of the character stuff making the overall presentation inconsistent. The levels seem really bare, but the characters are very detailed.

Overall, there's a lot of good stuff in this build, and the premise, atmosphere, and mechanics are compelling enough that I still may come back to it to see it through to the "end" after I've had a break from the 40-some-odd metroidvanias I've played in the last few days ; )

Developer

Thanks for the feedback!

Actually, falling back down is the shortcut, as the way onwards is below that, but perhaps that isn't clear enough.

Really good call about the move speeds. I made it that way for more air control, but you're absolutely right that there's an awkward transition as you land. That hadn't occurred to me.

Looking forward to playing your game too!

Submitted

Oh! I did one fall down to what I think was supposed to be the shortcut back to the first green block, but then turned left and chased the little friend again, which seemed like a mistake after I did it, ‘cause I think I got stuck having to loop back to the first fall. Did I get that wrong after all?? 😓

Developer

Yeah, that's a bug. The critter is only supposed to appear once, and the flowers are supposed to stay grown...

Submitted

wow this is one am ambitious entry... the squashing, stretching and general animation of the character is great... the controls do feel a tiny bit strange... (the attack initiating when you release the attack button felt a bit weird initially), but very soon got used to them. I'd have loved a map and and a couple more save points (I died a fair while after getting the throwing sword thing) and was a bit frustrated how far I was thrown back. 

But the execution of this entry is great! a little more polish and I'd happily pay for a game that looked and played as this one does!

Developer

Thanks so much for the kind words!

I started on a map system, but ran out of time. It would definitely help...

I'll give your game a try as soon as I can!

Submitted (1 edit)

Your game is cool, I like the way you make me chase a little friend, and use a blue coin (idk what is that) to grow up the bush <3 Your story is good and world is too large finally I love your music you choose too. I think you should update the how to play document because I don't know how to attack @@ I spam on my key board to know that is "Enter" button @@ and first time I can not win a rat in combat :|

Developer(+1)

That's a really good point. I think I deleted the control instructions when I finalised the page.

I'll be playing your game soon!

Submitted

Incredibly well-made and fleshed out! This was a lot of fun to play — both due to the general look of the game world and due to the sense of progression. Little things like finding and chasing the pet to unlock a new feature felt like Ori and the Blind Forest — but a new spin on it. With that said, I do have some feedback:

  • There was too much delay between the attack input and the animation/hit. It made combat feel unresponsive, and I eventually just jumped over enemies because it was more of a hassle to fight them.
  • I played on a pad, but never figured out the interact button so I ended up switching between each (mostly spamming buttons on my keyboard until something happened). It would've been nice if the inputs were explained in-game or if the interact button was listed on the main game page.

The sense of exploration was what really sold it for me though. There were a lot of places to check out, and I would've liked to see more!

Developer

Thanks for the feedback!

I agree with you on the animation. I copied the timings from another project, but I don't think they work so well here.

Interact is just pressing up on the movement controls. I'd been playing so much Hollow Knight that it seemed obvious... I've added a note to the game page.

I'll definitely have a look at your game when I get back from work!

Submitted

Hi good work, at the begging of the game, i thinking it’s strange player control, but finaly they are lot of content, beautiful art i love the animation style. You have made shortcut, pet and enemies. Try to learn how to make better player movement for your next game and it will be perfect.

Developer

Thanks so much for the feedback!

If you don't mind me unpacking it, what is it about the movement that you don't like? I admit I mostly tested on gamepad, so it's possible keyboard feels odd... 

Submitted

I like the movement but i think the problem are the camera, who move too quickly compare to the player movement .

Developer

That makes sense. I was able to tweak it during the 24 hour fixes period, so I'm really grateful to you for playing it so soon.

Your game looks great! I'm going to play it as soon as I can.

Submitted

Hi! Please don't take this personally (especially from someone who also didn't finish their game) but I have a few constructive criticisms:

  • The movement system needs some re-tuning. The movement itself is floaty and imprecise, but a lot of the layouts in your world require semi-precise to very-precise movement. Having a floaty movement system doesn't make your game hard, it just makes it frustrating.
  • The controls are unintuitive. I played using a keyboard, and having to use Enter to attack made me unable to attack and jump at the same time--my right hand would be on the arrow keys to control direction/movement, and my left would be alternating back and forth between Space and Enter in order to jump/attack. Normally control bindings aren't a big deal, but they can really ruin your audience's perception of a game when they're off-putting.
  • Some of the combat doesn't make sense from a worldbuilding standpoint--I can punch a hedgehog three times and it dies, and I don't take any damage, but if I accidentally run into it while trying to punch it I take damage? It feels like the attack should have some sort of weapon so that there's a logical reason why you can attack it.
  • I had an issue where I couldn't pick up the drops from defeated enemies. I'm not entirely sure they are drops, actually, I just assume that from the green/blue color scheme. It could be XP, I guess, but since it's not explained anywhere I don't know. This, combined with the floaty movement, led to some frustratingly stupid deaths.
  • Lastly, level design and art: there's a difference between dropping your player in a maze and dropping them in a maze with a purpose. The first leaves the player disoriented, without any sense of direction, while the second forces them to quickly figure out where they are in relation to some goal. There's a time and place for both, but I'd argue that when you use a very limited art style, you should give the player some help when solving the maze. Big landmarks are very useful; "same-y" environments are not.

Don't let that get you down, though! I did like the character and enemy designs, and I have a feeling that it would look like a completely different game had you enough time to get some solid art in there. All-in-all, art isn't that big of a consideration, because the most beautiful art can't save a boring game--and vice versa. An exciting game can be successful, even with the worst art imaginable.

Developer(+1)

Thanks so much for your feedback!

Could you elaborate a bit on the floaty movement? It feels pretty tight to me, but I'm testing with a gamepad and mechanical keyboard. Do you feel the character stops too slowly? Lacks air control? You're absolutely right that it's an important thing to fix.

As for the other points, I definitely see where you're coming from. I think a couple of them explain themselves as you find upgrades, but the opening is definitely confusing.

Submitted

Sure! I think the easiest way to explain it would be that "it feels like you control the camera, and the player character is tied to the camera by a leash." So basically you've got a quick, responsive camera tied with long player animation cycles. The stopping speed is fine, as is the air control, it's simply the amount of time that you're in the air is too long and too even...generally platformers might have different character velocities based on whether they're jumping or landing, and while I can't exactly examine your code to see what your jumping/falling velocities are, they feel pretty much the same to me. If they're not the same, they're not different enough to effectively notice.

This problem (long animation cycles) on its own might not be that big of a deal if your camera didn't accentuate it. Your camera is very quick and accurate...something which really should be a positive. But here the effect is that by pressing keys on the keyboard, it feels like you're moving the camera: it always beats the player to whatever the next position is, making it feel like the player character is playing "catchup" with its own camera which only adds to the general floaty feel.

Sorry if it feels like my criticism was harsh, I know what it's like to spend so many hours of your time on a single project only to have it criticized the first chance people get xD

Developer

No need to apologise! The feedback was very useful, and we're still in the 24 hour grace period, so I might be able to fix it.

Developer

I made some changes to the camera, and gravity, based on what you said. I hope you'll have time to give it another try!

Looking forward to playing your game. It looks like a really neat idea.

Submitted

Oh wow that was fast! Let me take a loo

Submitted

I like the changes in the player's jump animation, it does feel less floaty, but what I think you can do to make it even better is increase the upward jump velocity by a bit. It'll make the initial jump feel more springy. I got a lot further in the game this time, and while I really like how expansive the world is, it feels very linear--not that I'm complaining, as linearity is something I enjoy--but idk how that works in a metroidvania.