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NANO's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Presentation | #4 | 4.278 | 4.278 |
Enjoyment | #17 | 3.222 | 3.222 |
Overall | #19 | 3.319 | 3.319 |
Design | #21 | 3.278 | 3.278 |
Metroidvania | #43 | 2.500 | 2.500 |
Ranked from 18 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Engine
Godot
Team/Developer
Geg and Neboo
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Comments
★ Enjoyment: 4/5
The game is fun but too punishing for me. Also, Edd really loves to repeat their lines again and again, huh
★ Design: 4/5
I assume it's designed to be an action-platformer game? Which is not that bad, not my jam tho.
★ Presentation: 5/5
Very cute. Love the style and the design of the world.
Notes: I'm not sure if I got to the end or not, it's all just velvety blue after defeating Edd.
Thanks for review! You should lower the design score tho we don't deserve that :|
Oh no no non
I believe you deserved 4/5. Overall level design is great, even though it's frustrating at times. And it really suits the presentation styles you're using. Also, I don't count 'being Metroidvania' on 'design'
Very good looking but the character just didnt feel like jumping sometimes...
I had some gamer rage moments in this one. Not because of the platforming, that was fine ( even though it's a bit cruel that one mistake makes you fall down all the way to the start of the game. ) but the final boss. The fight is just plain not fair. There were constantly moments where there was no possible way to avoid the bullets. I'm sure there is some way to manipulate them in such a way that you can dodge them, but to expect the player to figure that out themself is just unreasonable. In addition to that everything does sooo much damage. And if there are I frames (I'm not sure if there are) there are not enough.
I was only able to kill the boss because it glitched out and I was able to wail on it until it died.
This alone made me leave this game with a bad taste in my mouth. Despite all the great things it offers.
The story and world are interesting and the character voices are fun. ( Except nano, the voice is a bit too ....... uwu... for my liking. That's the best I can describe it.)
Graphically this is just amazing, the chromatic aberration, the screen shake and the particles add so much. All the artwork is fantastic. And so is the music as well.
One last thing is that in my opinion the control scheme is all over the place. Having jump on up is one thing but then using space to dash just messed with my brain so much. I think it would have been much better to make the controls more traditional: Space - jump, shift - dash and CTRL - slide ( or something similar)
Despite that, I still enjoyed it. Thanks for making this game.
Yeah, we kinda figured that the balancing was not done well the night the jam was ending with our first and last playtester. Kinda sad we didn't have to fix it, especially the boss fight since it was made the night before as well, but it is what it is. I'm glad you enjoyed the other parts of the game though and thanks for the review!
First off, that title screen is gorgeous. The world-design is gorgeous. The scoring is eerie and totally draws you into the mood of the world. By the 2nd NPC I was already hooked into the story.
The dash is great once you get the feel of it. I did find some of the platforming a bit challenging because I kept overshooting the single-tile platforms though.
It is really polished, and its fun to play. You can feel the vision and the work that went into this. Well done!
Your world is great! Very beautiful <3 I like a achromatic lens and shake when I do dash jump, the music is very cool, I love it. Some challenge too hard for me, but doesn't mean can't, good level design. I found that I can do dash after jump about 0.1s, maybe, I can jump higher >:) It helps me to resolve some hard area too much. GG!
Thanks! Dash only effects the x velocity, but it does allow you to go farther on the x axis if you do it right after you jump.
Gorgeous looking game and very atmospheric, but über-punishing level design.
I see others have mentioned the jump-dash and here's my take: the jump-dash is a little tricky to use because, unlike a typical jump or double-jump, you have little to no time to do any course correction after the dash completes, especially when jumping to a higher elevation platform. It means that if you overshoot, you're done. If you overshoot on a jump, you can let off the jump and have some time to move left/right to accommodate. (I did find that I could mitigate that some by simply dashing and jumping at the same time, which in your mechanics creates a sort of boosted jump instead of a jump and air-dash.) Anyway, all that's workable if you build the level around that lack of control. Instead, literally the first time you have the user try the dash, you're forcing them to land on a one-tile platform. Not too much later, you have a similar jump, but it's somewhat far from a reboot station, so you have to do three or four jumps, fight several enemies, then overshoot the dash jump, then do it all again...and again. I'm of the opinion that sort of stuff should be much further in the game after the player has had plenty of time to use the abilities, get used to feel of your game's controls, and have practiced several similar jumps in less punishing situations.
I feel like I've sort of ranted on this, but it's only because the rest of the game feels sooo good that I was upset that I couldn't face playing it. I really want to learn more about the world you've set up, the melee feels nice and crunchy, the post-processing is tasteful despite how much of it there is, and the music and sound design is top notch.
You guys really did a fantastic job putting this together. Just give the level design some more love and you'll have a fantastic piece!
Thanks so much for the kind comments! I'm the artist and programmer on the team and my friend is the audio designer. Both of us aren't level designers and I think we also noticed it while playtesting. Another thing that probably messed the level design up is that we were making it hard on our standards and for saying we spent a week playing our game while developing it, we got pretty good at it, skewing the difficulty of the parkour bits. Thank you for pointing this out though because we definitely learnt a valuable lesson for the future.
That's a super common gotcha even for experienced designers. It's really hard to be objective about the difficulty of a game when you developed the movement, know where everything is, and set up the optimal path, especially when you programmed it and know its inner workings. Getting to watch as many people as you can play your game is the best way to gain that objectivity.
Facts, we only play tested with one other person and it was five hours before the jam lol.
Amazing atmosphere! Only problem is that I got softlocked during the jump/dash tutorial...maybe have an upwards-facing dash that will let you escape the pit?
Thanks! The signs show you the buttons needed, Q is to force respawn and I think its there, but might need to be a bit more obvious. Nevertheless, thanks for the feedback!
You guys blew me away with this one...A visually pleasing game not gonna lie. the sound, and the art, and all THAT POST PROCESSING is just super crazy.
i wanted to give up pretty quick because the movements are just quite unforgiving. that jump and dash has a steep learning curve and doesn't always seem consistent, but i didnt wanna give up so soon because of juicy that game looks and sounds
just maybe try making the jump a little higher and reducing the overshooting once the player lands?
top job otherwise guys 👏👏 Congratulations
Yeah!! I wish we had more time for playtesting for that kinda stuff - hard to find anyone available at 11pm the night of LOL, but thankyouthankyouthankyou for the kind words and feedback!
This game is absolutely fantastic. Everything here works, the design, the cinematic mood, the sound effects are on point. Extra points for the soundtrack that in conception, execution and implementation is impeccable. I love how the sounds become dull as the health bar goes down, it brings a good sense of risk, something like "hey, I know you think this world is cute, but it's also dangerous". I want to see more of this. Congratulations!
Thanks!
top notch game. movement has lots of juice, level design is challenging, and the visuals are *chefs kiss*