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A jam submission

Cave InView game page

Metroidvania Month 18 Game
Submitted by Sombrarrow — 5 hours, 25 minutes before the deadline
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Cave In's itch.io page

Results

CriteriaRankScore*Raw Score
Metroidvania#252.7113.500
Overall#382.1622.792
Presentation#392.3243.000
Design#421.9362.500
Enjoyment#441.6782.167

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

Engine
Game Maker Studios 2

Team/Developer
Sombrarrow

External assets
Font: DogicaPixel by https://patreon.com/rmocci

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Comments

Submitted

Very cool game, I like the character and the crystal puzzles. I especially liked how that worked with the first boss. Nice graphics overall and a chill vibe.

Some things to improve on:

-The jump can't really be controlled midair and the knockback is kinda rough. Before the sonic blast upgrade there's also an extremely specific jump.

-The enemies' attacks are so fast that they're really hard to dodge. However the armored enemies can't do anything if you're right next to them.

-It's not very clear how to deal with the second boss and the hallway before it has way too many enemies, I've yet to beat the boss due to that.

A charming game overall, just quite difficult.

Developer (1 edit)

Thanks for the feedback! Yeah we wanted to fix that jump lol but the map was hastily thrown together day of the deadline so there's a few things I'm unsatisfied with. Such as the fact that you can enter the boss room without the final upgrade which is what I'm guessing is happening to you. there's a final upgrade that makes taking care of enemies a breeze in the top zone. 

EDIT: upon further inspection the final boss himself might be broken and unbeatable, we'll look into it lol. 


Mooserider who did the coding and designed the rooms loves his games punishingly difficult, a design choice we disagree on. Eventually we're hoping to redo the map to iron out all the kinks with that at least.
Once again thanks for playing and the feedback.

Submitted

This is a cute game! I had a lot of trouble with progressing though. I made it to a rock boss with two legs but I couldn't manage to do anything? My best guess is that I needed to push the crystal under him but when I went over to get it I only pushed it into the wall and couldn't get it out to do anything. The game also crashed on me on another run, see below.

I love the character, he has cute animations and I like the sound choices. The intro where you have to break free is also a really fun touch!

The enemies felt a bit mean at times, the missile ones in particular are hard to dodge. I did die to the beartrap enemies a lot but that one was definitely on me lol.

The light beam stuff is pretty creative, would love to see how far that can go.

I got the game-crashing error trying to go to one of the right corridors at the beginning:

############################################################################################
ERROR in
action number 1
of Create Event
for object music:
Unable to find any instance for object index '10' name 'game_control'
at gml_RoomCC_CrystalCaveTube_4_Create
############################################################################################
gml_RoomCC_CrystalCaveTube_4_Create (line -1)
Cool game though!
Developer(+1)

I'm sorry about that, information I neglected to put anywhere is that if you use the diamond claws to swipe at the crystals you'll pull them towards you and you won't keep them trapped in a wall.
Thanks so much for the crash report! I'm trying to recreate the bug myself, hopefully we'll get that ironed out before the next update!
Hopefully we'll also iron out the Enemy AI. 
We have so many more ideas for the light beam and sound powers, if we continue this project I hope to really expand on that idea in particular.

Thank you so much for the feedback!

Submitted

I like the idea of making beams using crystals to open a passage. There is room for improvement in other aspects of the game.

Developer

Thanks for playing! Anything specific you think we can work on?

Submitted

Minor one but useful: it would be convenient to have controls hint in the game.

Jumping feels floaty.

It's easy to get soft-locked by incorrectly moving crystal

     

It's sometimes impossible to avoid enemy hitting from ceiling.

Platforms in some locations are out of screen and you have to jump in nowhere hoping for best luck.

I saw only one checkpoint but death happened more often even after some retries, it would be nice to have more checkpoints.

Character and enemies look small compared to big empty halls. Or vice versa: halls enlarged and lonesome compared to relatively small charaters and action. To my taste, the scaling can be improved in either way.

In general, I liked the concept of reflecting rays and expected relaxed puzzle-like gaming. However I mostly struggled with jumping on platforms in exact way game forced me to.

Submitted (1 edit)

After reading comments of others, I decided to give another try to overcome difficulties of the first locations. I managed to acquire the sonic blast. So, I see it's just too hard for me. Enemies are very strong, it's easier to run or jump away than try to kill them all. And in some places platforms are a bit too far from each other and it requires a lot of retries to just jump up. Previously I wrote jumps are floaty, I think that's not exact description why I feel jumps somewhat off. I just try hard many times to jump right in the right moment to have inertia in the next platform throwing me down again. And only now I noticed that jump height depends on horizontal running speed, for me personally it seems unnecessary inconvenience here.

Submitted

Just one more note. I was happy to acquire ability to control laser, wish there be more puzzles exploiting that ability. Also killing the boss with help of the laser beam was pretty creative and fun to play.