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A jam submission

Octolost-MM16VersionView game page

A short metroidvania about a lost octopus made for Metroidvania Month 16 (Warning, last scene contains bright flash)
Submitted by DragonDevDhot — 6 hours, 1 minute before the deadline
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Octolost-MM16Version's itch.io page

Results

CriteriaRankScore*Raw Score
Presentation#104.0004.000
Enjoyment#153.2733.273
Design#163.4553.455
Overall#183.3413.341
Metroidvania#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
Godot

Team/Developer
DragonDevDhot, AnAwfulLotOfCups, Crabbypops

External assets
Texture Fonts plugin for the Godot Engine by Laila L. (ElectronicBlueberry)

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Comments

Submitted(+1)

This game is super cute and complete in a lot of ways! You have help for control layout, inventory, and I can change the volume too. And then we have sound effects and nice background music that isn’t too much or too little or annoying! So, on the whole very well done!

For some reason in the game jam more than any other’s I’ve had a lot of problems with game control schemes. And this game has the same issue. (Does ours? I would love to know what you think!) When I saw the control scheme help I was excited for a bit! I thought I would be able to rebind. But no. So I could use the game pad for some things, but not everything. I still had to use the mouse to do attacks.

I guess the lesson - for me anyway - is that control schemes matter a lot and having a bad one destroys player/reviewer’s ability to enjoy the game and in a lot of cases get very far. So, when in doubt use tried-and-true control schemes from well known games or schemes we could think of as “standard”. Supporting the use of game pads will help too, and also defaulting schemes that work for right-handers and left-handers as well. (WASD just isn’t comfortable for lefties like me.) On top of that we have alternative keyboard layouts available in other countries. But you use Godot, so binding actions with physical keys will cover that case too.

One other thing which may be a bug is after I died 3 times and was returned to the start, the background music stopped and I couldn’t move the character anymore. Maybe it was just me though.

With some kinks ironed out this would be a great game! Keep it up!

Please try our game, rate it and let us know what you think in the submission comments! That would help us out a lot!

Submitted(+2)

Super cute character, fun gameplay, and the music is STELLAR. It's really something.

The only feedbacks I could add is that the game is very linear, and I got kinda stuck on the boss (it killed me a lot while doing the shockwaves). 

But wow it's so polished. Great work on this one.

Submitted(+2)

This is one of my favorites so far. The music is excellent. But it seems more like a classic platform game than a metroidvania. Anyway, the result you delivered is impressive and very well polished, congratulations!

Submitted(+2)

The level of polish and attention to detail is amazing. It's small things like the flounder/dab only having eyes when facing one direction that all worked together perfectly. I do have some feedback though:

  • There were some input issues at times. I tried on both keyboard and pad, but found that not all inputs were mapped for pads and I had an issue where sometimes (usually upon restarting) where no inputs were registered at all.
  • I found the fish frustrating to fight because they'd swim above me (above my character's attack hitbox) and get in free hits. This did add to the challenge, but the lack of checkpoints made me less enthused to restart.
  • It felt more like an action platformer than a metroidvania. Granted, a lot of metroidvania games are also action platformers, but the sense of "explore and unlock new things" was missing due to the linearity. 

Other than that, the artwork and world is gorgeous. It's clever that all the the octopus's weapons are thing found on the ocean floor (rocks, sticks, etc). Picking up each item was initially cool — I just wish enemies gave exp or items too.

Submitted(+2)

what a great job with the art and design

a cute game...loved it

i struggled with the controls tho....like every once a while the game would stop taking input from both mouse and keyboard....maybe that's just a webgl issue but yea 

keep up the good work 👏

Submitted(+2)

Nice game! Most everything feels polished—from the character control, to the art, to the overall aesthetic. There's a lot of functionality in this little piece, too, with sidesteps, running, inventory, several enemy types, and a boss with multiple states. It's impressive!

In it's current state, I think it's missing some metroidvania elements, though. It's linear, and as such doesn't have any backtracking or gates the player has to return to later. There are hints that some of that was planned, though, so maybe a future version will deliver on that part.

Also, I would've liked a little more explanation for things like the rocks and the healing...moss (I guess? Sorry, I don't know that much about marine life ; ), and a way to remap the mouse buttons, especially since there's no in-game need for the cursor information—I have a hard time platforming single handed (I'm more a console gamer, so keyboarding is limited to Civ and FPSs for me, haha).

Overall very good entry!

Developer(+1)

Thanks for playing!

Yeah, there's a few issues I saw as I developed the game, but over the course of the month from both developing the game and finding teammates, I found myself with a lot to figure out and how to not fall into scope creep.

There's actually a fair bit of stuff planned that didn't end up happening, like a  longer temple area with more enemies, more secrets, a second boss fight, an actual npc in the town (besides the dogfish), and there most certainly was something else planned to be on the other side of the starting cave. I even planned to have rebindable keys and controller support, but I've not delved into coding that in the engine I use before and by the time I tried in this game the difficulty seemed to outweigh the reward. So I stuck with mouse and keyboard and polishing up other aspects. With the throwing and healing (to answer your query, it's supposed to be algae), I'm usually too busy making the gameplay that I don't really sit down and think on how to due a proper tutorial, and I wanted to avoid having something in your face with a floating text prompt for every possible action, so I stuck with showing e over the stick to interact and having a list of controls in the pause menu, so hopefully I can come up with something better in the future.

I'm actually planning to update the game post-jam to include stuff to be more in the original scope of the game, though it won't be that much longer than what's in the jam.

It's always good to hear helpful criticism, and even better to hear that what you made is pretty good despite the flaws!

Submitted(+1)

I totally get not spending the time with the key-remapping screen. It's almost such a necessary feature, but doesn't seem like it's worth it when you're on a tight deadline trying to actually make, you know, a game. I did the same thing in mine, and the second comment was "dash should've be on another button" haha

Submitted(+2)

I like the art...really polished!

Submitted(+2)

I love how alive the character feels. The way the octopus wakes up in the beginning and all of the little animations you've included give the character life. Super cool. Music fits super well too. Presentation is excellent. I dig it :)