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A jam submission

UMVGView game page

Untitled Metroidvania Game
Submitted by rsramos8672, Torn Gems - Tamo, Trumpetguy1.0, TheUltimateM (@scratchedmatt) — 4 hours, 12 minutes before the deadline
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UMVG's itch.io page

Results

CriteriaRankScore*Raw Score
Enjoyment#213.3333.333
Overall#273.2503.250
Design#283.1673.167
Metroidvania#323.3333.333
Presentation#373.1673.167

Ranked from 6 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Engine
Unity

Team/Developer
Promethean Noobs

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Comments

Submitted

This is a really cool idea! But the execution (of the dash and stomp in particular) are a bit jarring and janky. I got to the point where the game had a note instead of an upgrade, which I counted as "finished" for our purposes, so I hope that was correct.

If you continue working on this, please smooth out the mobility ability movement. The dash feels okay, but the ground-pound thing felt super-jarring, I think because in a platformer I'm usually hoping for smoother up-down movement where possible. Until I got the ground-pound thing it wasn't clear if I had any defenses against the enemies here. The grapple actually feels pretty smooth overall.

Kudos, BTW, for making a couple of mobility items double as functional attacks--the ground-pound was a bit hard to use as an attack, but the dash felt good to use!

Submitted(+1)

Huh, thought I wasn't going to like it at first until I figured out you could attack by "jumping" on enemies. Might be a good idea to make that clearer. Overall I liked the art and sound design. Felt very metroidvani too.

Submitted(+1)

Some nice abilities and interesting challenges to throw at the player, but I ended up bugged out and couldn't finish.

PROS:

  • The acquired powerups/skills are actually pretty cool and feel very impactful.
  • The enemy designs each offer something new to the experience and their individual execution is done well.
  • The overall experience felt very cohesive between the music, movement, and the visuals so it felt like a unified product.

CRITIQUE:

  • The individual enemies are executed well, but they get spawned in such random and massive quantities that it just turns into an enemy spam often and I don't get to feel player agency dealing with the individual threats of any one enemy with so many in the room.
  • The movement skills feel powerful, but some feel like they were made intentionally overpowered to counter the massive quantities of enemies. The sword as an example is basically a win button if you just spam it through the rooms. I'm not saying "make it feel bad", but if it completely negates enemy threat then it removes a big portion of things you've done well (enemy designs in this case) from the player's experience.
  • I often ran quickly through rooms so it was easy for me to get lost about where I was in the overall map. Other than "I had just gotten the 'Q' skill" I couldn't tell you where anything was by the end of my experience.
  • I bugged out after several deaths while attempting to return upwards after acquiring the 'Q' skill to grapple. I somehow ended up respawning before my body had finished dying or something and had multiple iterations of the player character moving and responding to my controls at once.
Developer(+2)

Thanks for the feedback! The game design issues you noted are all on point, and I think perfectly summarize what is missing on the game design side. Unfortunately, we didn’t have time in the jam to actually design the gameplay around the mechanics after implementing them. 

Submitted(+2)

So good! Epic music! Epic game!

Submitted(+2)

The jet pack stomp is a cool skill! Awesome start to a game, keep it up :D