Play MetalCrumbs!
Metal Crumbs!'s itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Presentation | #21 | 3.800 | 3.800 |
Enjoyment | #41 | 2.800 | 2.800 |
Overall | #42 | 2.800 | 2.800 |
Design | #46 | 2.600 | 2.600 |
Metroidvania | #58 | 2.000 | 2.000 |
Ranked from 5 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Engine
Unity
Team/Developer
Awkward Crow
External assets
ui elements and tileset
Leave a comment
Log in with itch.io to leave a comment.
Comments
Nice prototype! I enjoyed the toaster sprite and the toast health. I echo previous comments on the colliders and the physics. That will improve the feel of the game a lot.
Thank you! We are glad you like our little Toastee. We definitely want to improve on our collider and physics development, luckily we already got some tips and tricks from other fellow gamedevs! ^^
The main character is super cute.
Sometimes animations kind of get stuck or get queued, collision issues you’ve already heard about.
Really like the boss, simple & good introduction to the combat. Would’ve liked some more feedback on hits though.
Cute game!
We are super glad you liked our character and boss mechanics! We'll definitely have to look into better logic behind the animation queue. It messes up especially between the jump and attack animation...
We'll look into better hit feedback. Maybe a "shake" animation or a unique sound for it. Thank you for your feedback!
Good game! The graphics are good.
But the problems are with colliders. Your character is stuck in every millimeter. You need to put "Physics Material" on the walls.
Thank you for the help and compliments! We will make use of the Physics Material next time! ^^
^_^
I didn't see a single enemy, except for the boss. At least I'm assuming it's a boss, since you're trapped in the room. It didn't appear to be taking damage so I'm not sure.
The game looks good and I loved the idea, especially the part where you have slices of bread for your lifebar. I didn't like the way the jumping was floaty and wasn't sure if this was intentional or not.
Yeah, we really had to cut the gamedesign because of time issues; had some funny enemies planned actually that should have been roaming around. (like "traineels", these would have been fun...)
The feedback on the boss being hit is probably not strong enough then? Since we didn't have a SFX, we just went with the boss becoming more red with every hit, kind of overheating.
Thank you for your comment! We have to look into more tricks to make a better character controller. Jumping acts a bit weird, that's true~