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A jam submission

FayetteView game page

Mini-metroidvania
Submitted by dutchlish — 3 hours, 3 minutes before the deadline
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Fayette's itch.io page

Results

CriteriaRankScore*Raw Score
Metroidvania#432.8332.833
Overall#562.2502.250
Presentation#612.3332.333
Design#631.8331.833
Enjoyment#632.0002.000

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
Mike Bailey

External assets
Character - https://assetstore.unity.com/packages/2d/characters/warrior-free-asset-195707 Background - https://assetstore.unity.com/packages/2d/environments/2d-pixel-art-deep-caves-16... Enemies -https://assetstore.unity.com/packages/2d/characters/enemy-galore-1-pixel-art-208... https://assetstore.unity.com/packages/2d/characters/evil-wizard-168007

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Comments

Submitted

Very cool start to a game!  I really liked how the hearts go to the player so you don't have to run all the way over to get em, great idea! :D Keep it up~

Developer

Thanks!

Submitted

The level design and environments were pretty good, but there were quite a few bugs / fiddly controls and hitboxes throughout.  The dash in particular seemed to control in a very bizarre way. I couldn't figure out how to determine where I was going to go; there seemed to be some connection with the direction you're moving, but the instant snap to a quite far distance made it even harder to see the result of a dash. And the results also felt inconsistent? (I don't have a controller on hand at the moment, so I also had to use right-click for that, which was a bit unwieldy).

I fought the Angel of Death, which seemed to work okay until they got to a lower health, at which point the hitbox seemed to become nearly impossible to hit. But also, I could respawn right next to them with no penalties every time I died, so there was no real reason to not just throw myself into them with reckless abandon. I also would have liked to see some more opportunities for hitting the boss (i.e. a pause in movement or something), especially with the short attack range.

Once I got the double jump, traversal got a lot more fun, and the light ball's big speed increase felt nice as well.  

Developer

Thanks for your feedback! The game is indeed buggy. It was a bit aof a race to finish in the end, so ironing out bugs and gameplay elements wasn't really possible. Thanks for playing though! 

Submitted

I feel this Game could need some more work on the basics? The Jump feels floaty although its not high, the attack has no cooldown, the mouse  hit me to death, and the jump button doesn t work when I start the game, had tryed to restart the game three times to actualy get it once working. Sorry for the feedback. 

try make the Player in controll over the jump and not the physics would make it more snappy.

Developer(+1)

Thanks for your feedback, and to be honest I agree on all counts (although the jump button at the start of the game is a bug I only encountered after the deadline, having only built and not tested the WebGL build as an afterthought. I don't think this happens in the stand-alone build - should really have left it as that as download only as that was tested..). 

With the jump, I did indeed have it on my list to change it so that the player would stop rising when the button was released, and the gravity scale should be a notch higher to make it more snappy, compensated with more force to the jump. Didn't get round to it :(

The attack having cooldown I originally had attached to a Maga bar, (along with all of the abilities) with a Maga system that you could choose to upgrade from another guy instead of health, but the Maga system was scrapped with 2 days to go for various reasons, and with it went the cooldown. It was all a bit of a messy rush at the end to be honest, had a busy month! 

Thanks loads for playing, and appreciate the feedback.

Submitted

I got stuck in a hole with a 1x1 exit, I couldn't get out, RIP

Developer

You can press R to respawn at the start of the room

Developer

Do you mind sharing where you got stuck? I can have a look at fixing it in the future. Thanks!

Submitted

I tried it again and fortunately got out of that hole via double jump (speed tapping it)

However I have scour the whole map but still couldn't find the "Morphball Ability or something"

Developer

Ah that's a shame! SPOILER ALERT! Did you get to the flood on the left of the map? If you escape that at the top there's a room to the right, down at the bottom there you get the 'ball of light' ability,  allowing you to squeeze into gaps

Submitted

Actually I went there however whenever I got hit by the water it sends me back into a far checkpoint and I have tried countless of times to double jumping and (pogo jumping - there was no such thing I believe). Although I haven't tried jumping above there heads hmmm let me try again. btw would you like to try my game :)

Developer

If the flood gets all the way to the top and the music changes back and it starts going down again, then go to the right and down, there's a buddha statue at the bottom of that little room and that is the power up. Will try your game in the next couple of days, not at a computer at the minute. Thanks for playing!

Submitted(+1)

Yep it seems just goomba jumping them was enough haha.

I got to the wizard of doom fight unfortunately he bacame invisible and untargetable then I zipzap with my lightball dash and also become invisible and probably glitch out of the map (pressing the reset button fix me, it didn't fix that wizard :(

Pretty buggy game but it was great once you get the gist of it.

Developer(+1)

Sorry it bugged out so badly at the end :( Yeah.. this is a bit of a bug fest sadly. I was very rushed at the end, - but the fact that you could at least get to the final boss I'm happy with at least! Thanks loads for playing!