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Magic Slug (jam)'s itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Metroidvania | #17 | 3.462 | 3.462 |
Overall | #30 | 2.885 | 2.885 |
Enjoyment | #36 | 2.615 | 2.615 |
Design | #38 | 2.538 | 2.538 |
Presentation | #38 | 2.923 | 2.923 |
Ranked from 13 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Engine
Godot
Team/Developer
Schmeiser
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Comments
This is a pretty solid entry! The metroidvania elements are there, and the player being a slug is interesting to say the least. The art isn’t too bad, and I appreciate that there are at least some sound effects. I also like the levels and the fact that, as far as I played, the player can’t really get stuck.
Perhaps the biggest issue with the game is the camera. Once you get the super jump, jumping up into the area above causes the camera to switch rapidly to that area and that hides the platforms the slug is jumping from and onto. This is frustrating. With Godot you can set the camera to follow the player but have a drag margin set so that it’s not following the player character’s position exactly. This should allow platforms to stay in site but the camera will move when the player moves from an area enough. There’s also the limit properties too you could use to bound the camera’s view to keep it within the level.
It would be nice to have the player stop it’s upward motion once the jump button is released. This would allow for smaller jumps and better control.
A very small issue is that the character returns to facing the right when not in motion, even though the last movement was to the left. This should be an easy fix.
A common issue in this jam has been the lack of support for left-handed players. My advice is to always support the use of arrow keys along with wasd. This is super simple with Godot. Just add arrow keys to the input map actions in your game. Also, use the physical key event type for wasd as other countries/locals use different keyboard layouts. (This is for wasd - I think arrow keys are pretty much universally located.) I also recommend the support of a controller too, which is also pretty simple with Godot: all you have to do is add joy button bindings to actions in the input map. If you always follow all of this advice, then everyone will be able to enjoy your game as much as possible!
Nice entry! It's snappy, the power ups make sense (though I don't know that I figured out what the sticks do), and in true metroidvania style, allow you to go through the same areas in new ways. The art is fun, and surprisingly I was able to make the keyboard with mouse aim work for me, which is a first!
Some small nitpicks that didn't work for me:
- I'm not a fan of having enemies outside the camera's movement area that can attack the player. If the camera is restricted, I think the enemies should have blocked line-of-sight, be disabled, or otherwise be restricted in shooting at the player. This happens in one area where there's a shooting mushroom on the right-hand side of a camera area, and it can shoot at the player on the left-hand side of the adjacent camera area.
- Similarly having platforming sections at the top of camera areas the trigger a camera-area switch every time the player jumps is disorienting and sometimes dizzying. I'd look for ways to move the platforming down, increase the height of the camera area or move the platforming to the bottom of the camera area above. (Apologies if this feedback is hard to parse. In my engine I call these areas "rooms", but not knowing what you might call them, I thought room might be confusing. I'm happy to trie to clarify more if you need/want.)
- Would love to have a prompt that tells me what I just picked up.
Kudos for a finished piece, and a fun one at that!
I love that the poor slug can't even jump at the beginning lol. Got to the boss (which is the end of the game I believe?. It's a pretty fun game, and the pixel art is nice. Platforming can be a little difficult at times after you get all the powerups, but nothing too problematic. Good job!
Nice art, platforming is brutal!
I think you did a great job capturing the "unlockables" and "exploration" aspects of metroidvanias. I also thought it was clever how you included the health bar in-game in each window rather than have it on the UI.
I think you did a great job capturing the "unlockables" and "exploration" aspects of metroidvanias. I also thought it was clever how you included the health bar in-game in each window rather than have it on the UI.
Sorry but I just can't figure this one out. I got to something blue that was too high up to reach and then went on just to reach a dead end. I think I explored everything else but there is nothing I can do to progress.
But what I have played so far is very decent. I can't put my finger on it but the colors and art design speak to me. Great stuff. The audio on the other side is a bit grading to the ears and I would have liked there to be some music.
But good job overall.
Very cool, good idea to start without jump and to view the player evolution when you have all the ability. You have made lot of art, and the game look very polish.
Amazingly addictive and well-executed.... can't wait to see what you come up with next!