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A jam submission

130130View game page

Metroidvania for 10 mins
Submitted by Cedric Quilal-lan — 3 days, 4 hours before the deadline
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130130's itch.io page

Results

CriteriaRankScore*Raw Score
Metroidvania#93.8183.818
Presentation#153.6363.636
Enjoyment#203.0913.091
Overall#213.2953.295
Design#352.6362.636

Ranked from 11 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Engine
Construct 2

Team/Developer
all the visuals and 8 bit sfx are mine, the boss battle music isn't but is credited in the gamepage

External assets
chiptune boss battle music

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Comments

Submitted

I think this is one of the best entries I've played. It has a cohesive and interesting aesthetic and good ambient sounds and sound effects (except for the wall climb sound, which is so grating it's a kind of masochistic gag). Like others, I thought there were far too many buttons, which unfortunately made gameplay more difficult than it should be at times. I also found the dash a little hard to use with its long, fixed distance. However, the game was compelling and forgiving enough for me to want to stick with it to the end. Good entry. Thanks for submitting. 

Submitted

This is a very nice little game! I like the pixel art, and the environmental sounds in lieu of background music is a nice break.

I echo previous comments on the control scheme. After getting the wall climb ability I got stuck. Call me lazy but figuring out how to combine all the controls to backtrack around the spikes was going to take more patients than I have today. A better control scheme that feels more natural would have made a difference.

There are far too many blind falls in this game. Of course in map mode you can see them, but you have to return to the robot to control it and thus lose site of obstacles/hazards. I suggest centering the camera on the robot when in control mode and zoom out a bit to give players more visibility.

One last thing. When the player dies and is restarted in another position, keep the robot’s mode what it was when they died instead of changing it back to ball mode. At least for me I would just have to change it’s mode back to what I was doing when I died. Most of the time I think maintaining the mode would be the right thing to do.

★ Enjoyment: 4/5

It's all good until I need to backtrack, a looooooong way back down.

★ Design: 5/5

The design to use two or more skills in succession is actually kinda cool, but punishing in a way if you're not precise enough.

★ Presentation: 5/5

Art style is cute and actually fitting with the music and the game, very nice!

Submitted(+1)

Very creative game! I agree that there are too many buttons, but what bothered me the most was the wall climb sound haha. Got to the ending, it was a bit difficult to kill the boss but once I got the hang of the buttons it was pretty fun. I think the design of the character is super cool and the storytellng at the beginning and the is lovely.

Good job!

Submitted

+1 to Michael Grieshofer's comment. Couldn't figure out half the control scheme--just because there's 104 keys on a keyboard doesn't mean you have to use all of them! But excellent presentation, both on graphics and audio.

Submitted

This is a very good game with great art, nice music and sound, and a very cool and abstract world that sucked me in. 

I just have one question: 

Why so many buttons ?

It kind of feels like gimmick almost and I'm not sure if it was intentional. Was your goal to have the most awkward control scheme possible ? Because if not, the movement controls are incredibly convoluted .
And if it is intentional, then it was a bad idea in my opinion.

There are so many ways to make the controls simpler:

  • make the rolling and walking use the same button
  • bind the wall climb to the jump button since you don't have a double jump
  • make the spring a charged jump
  • make the turret a toggle that I can roll out of and if I stop moving I automatically go into turret mode again

But despite these issues I had with the controls, this was still a very well rendered metroidvania. 

I will definitely check out your yt.

Submitted (1 edit)

I'll second dan.collins.dev's positive points about the consistent aesthetics, variety of abilities, and clever UI. (I'm also team WASD, so agree on that nitpick as well.)

For me the biggest issue was the single-button quit. I twice hit ESC by mistake to exit out of the map view and ended up quitting the game. After the second time, I couldn't face starting over again. I highly recommend a confirm modal on a destructive action like that.

My other nitpick would be the wall-climb speed. I didn't encounter anything in as far as I got (which was as fas getting the M ability) that seemed like a gameplay need for it to be so slow, so I don't know if it would break something later to speed it up, but I would love to have it almost twice as quick as it is now.

Overall a great entry: very polished, well designed, great synergy across the visuals, audio, and mechanics.

Submitted(+1)

What I Like:

  • Your map system. I haven't seen an implementation in this jam where the map is just a zoomed out live-view and navigable. Props there
  • Visually and audibly consistent.
  • Multiple abilities that tie into navigation of your world
  • From the previous points, its obvious that you planned out your world - Icons with keys on the layout is a solid choice. The player doesn't have to go to a menu or back to your page to look up controls.
  • You fixed the camera issues I pointed out a few days ago as well the wall climb, both are definite improvements.

Feedback/Suggestions

  • Gravity is extremely high. I think it could be frustrating enough that you may lose player's interest.
  • While I like the abilities, I think keeping jumping in its own ability/character state feels incredibly awkward
  • While this is kind of nitpicky, I do think there's some validity in this point, which is - setup alternate key mappings. I'm a WASD guy, it just feels natural. But last MVM jam, I noticed a lot of games went with arrow keys and AZSX usually were some kind of ability. It seemed pretty common (maybe because of emulators), but this is something you should think about.

I definitely like the improvements you made since and congrats from submitting!

(+1)

Nice I love it , But The black area is boring you can make it btw black and gray, then add brick texture.

Developer(+1)

yeah, I'm not good on environment design 😅, I think you're the first person who gave me advised about that topic, Thanks!😁