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A jam submission

Cybernetic MayhemView game page

Made for Metroidvania Month 17 Game Jam
Submitted by IPlayGamesOnPC — 11 hours, 44 minutes before the deadline
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Cybernetic Mayhem's itch.io page

Results

CriteriaRankScore*Raw Score
Presentation#293.3753.375
Design#452.6252.625
Overall#512.5312.531
Metroidvania#532.2502.250
Enjoyment#671.8751.875

Ranked from 8 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Engine
Godot

Team/Developer
IPlayGamesOnPC

External assets
Sprites and tileset by penusbmic, sounds, fonts, and some UI elements by Kenney, music by Alex Productions and Darren Curtis Music. Uncredited assets in public domain or anonymous sources.

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Comments

Submitted

Looks like a nice 2D platformer. Graphics were good, along with sound design. I had a habit of hitting the up key along with the jump key, and most of the time the jump was ignored in favour of the camera moving up. Think that jump should always be triggered in such cases. Fell into the pit area, couldn't play on from there. Think maybe enemies need more of a stun. FYI I downloaded the windows exe as the web version just stuttered too much -- noticed this with Godot games in particular. I would have also liked the game to launch in fullscreen mode, as it was tiny when windowed.

Developer

Thanks for the feedback, especially the technical issues. I'm hoping Godot 4 solves the web issue.

Ah, yes, the dreaded muscle memory wreaking havoc when playing a game with different controls. I feel your pain. Anyway, I just checked my code, and jump is prioritized. If you're already in the look state though of course jump is going to fail. This is by design.

Window size and fullscreen setting, along with other things like volume control, will be possible to change when the options menu is added.

Submitted(+1)

The visual and audio style here were excellent! However, there were some core mechanics that were a bit too clunky to enjoy the experience. Here's what happened for me:

1. First play through on a new game, I had the dialogue text appear and say "And now a final third attack" or something.

2. I refreshed the game and selected "continue". That's when a new text box appeared saying "You should not be seeing this text." I laughed.

3. I started a new game, killed all the enemies in Room 1, got the secondary attack, made it to room 2, then fell to my death. Unfortunately, I didn't die... I just kept falling and was softlocked. I had to restart the game again. After reaching there a second time and falling again, I gave up :/

4. Aside the buggy behaviors on game flow described above, the main recommendation I have for you to fix is the feeling of the combat. Right now, your attack is SLOW. It's so slow that if you were to start attacking after an enemy, they're guaranteed to hit you first. Which btw, the enemies have almost no "tell" indicating when their attack is going to happen, it's nearly instant and not really interesting to play against. More important than any of the other feedback is this one: DO NOT LET THE ENEMY'S ATTACK CANCEL YOUR SLOW-TO-USE ATTACK. That was infuriating. I would essentially be caught in a loop of trying to attack and not being able to because the enemy just kept zapping me indefinitely and revoking all control from the player... Spamming the attack button eventually worked, but it felt terrible. Designing an enjoyable attack system is tough. The ones that work best are typically the highly responsive ones. If you want a game based on long buildups for the attack, then make the enemies and environment more conducive to that playstyle.

Submitted

About combat I agree with everything ari said above. The slow combat may be not a bad decission, but the execution is a bit lacking.

Overall I liked the aesthetics, my main complaint is that I would like more of it;) It felt nice, but ended so quickly;) Would like to see more

Developer(+1)

Thanks for this great feedback! To address your points:

1. Thanks. I think I know what happened. Strange it didn't occur in my testing, but I have a pretty good idea how to fix it.

2. Yay for player-facing error messages! Thanks for reporting. Another one that slipped through testing. Was this the download or browser version?

3. There's nothing beyond that room yet anyway. But in that room, if you managed to get across the gaps, is the third attack unlock.

4. Yeah, the combat is a common complaint. I'm not a great gamer, so when something is hard for me I figure it will be easier for others. Well based on feedback I'll be speeding up combat and making these guys a little more sleepy.

Again, thanks for the feedback. 

Submitted

I like the design a lot  lighting looks very good. The fighting system is very slow, and not so good I think. - Music made a very nice mood!

Developer(+1)

Thanks for the feedback. I wasn't sure how fast the animation frames should be and I can definitely make it faster.

Submitted

I have fallen down a pit yet I didn't die nor reset and was stuck there forever and ever

Developer(+1)

Yeah, that's the unfinished level. There's nothing beyond that anyway. It's meant to be a hub where you can go down to levels below or up to the overworld.

Submitted

The 2D lights are super cool and make the atmosphere of the game kinda spooky :D The attack has a longer than expected delay, so it took a bit of time to get used to the windup time.  It was fun exploring! Awesome job~ Keep working on it, it's a great start!

Developer

Yeah, it probably doesn't help that the current enemy can pull off its attack quicker. Depending on feedback I might either reduce their detection range or give them extra frames to delay their attack more.