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CuE's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Metroidvania | #12 | 3.467 | 3.467 |
Design | #12 | 3.333 | 3.333 |
Overall | #13 | 3.333 | 3.333 |
Enjoyment | #15 | 3.133 | 3.133 |
Presentation | #21 | 3.400 | 3.400 |
Ranked from 15 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Engine
Unity
Team/Developer
Nick Mckinnis and Aaron Parker developed this game Soundtrack by J0shua G4rcía
External assets
Some free CC0 sounds from freesound.org
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Comments
Fought my way through the school of fish and found some NES carts. The music and graphics work well!
For me, it feels like the character moves a little slowly compared to the amount of empty space. The flashlight mechanic also felt like it slowed things down in dark areas, since I had to stop a few times and sit around while my energy recharged.
I really like the look of this one though, keep at it!
Neat game! Music and art is really great. I beat the first boss then got stuck in the dark room. I learned after sleuthing around about the flashlight but the very fast drain makes this room breaks the mood. I'd very much like to play a version that fine-tunes the mechanics. I'd also suggest taking a closer look at level design; there are too many long, empty hallways. Overall, great work!
Thanks for the feedback! The dark room people seem to getting stuck in is the final area. There is a closed door that needs to be shot after getting a weapon upgrade from the Rhino boss. I had hoped to do more to guide the player to the feeling of solving this on their own but I think maybe an introspective dialogue box from our hero mentioning that it's weapon isn't powerful enough yet.
I totally get your points about the level design, We had attempted to do some more ambitious things with the levels involving some more movement based platforming but with the holidays we ran out of time to implement it and had to pivot to finish in time.
Thanks for playing :)
I liked the water and flashlight the most! Couldn't pass through dark room though... It was very surprising to discover I can jump up walls, I already was sure I stuck on the sea bottom. I beat piranha boss easily:)
Thanks so much for playing! The intent was to allow the player to swim rather than jump up any walls. Maybe I should have swapped out the track sprites for some flippers haha. If the dark room you are talking about is the locked temple, you actually need the weapon upgrade from beating the rhino boss to enter.
First of all, the music? ABSOLUTELY BANGING. Amazing tunes.
The graphics were also pretty nice. The tilesets were great, and the stuff like the shots looked and sounded satisfying. I do have a pit of a peeve about mismatched pixel resolutions in the UI and game, as well as rotating pixels, but that's more of a personal preference and I think the UI DOES look good, the character portraits are very nice.
On the school of fish boss, it felt a bit unfair or at least unpleasant because I didn't realize I could swim. It might be a good idea to force the player to learn that they can infiniump in water before facing that boss. I did beat the boss entirely on the ground somehow, I was just covered in fish the entire time.
In general the controls aren't clear, I almost got stuck in the first dark patch after the, took the last ditch effort of hitting random buttons to find the flashlight. Not positive about any of the buttons. I THINK one of them is an invisibility mode, and the V key looks downAlright I read the itch page lol. Still, I think it's good practice to try to teach them to the player in game, or at least provide a control list there. Even just putting the letters the keys correspond to next to the icons so you think to try them, and then displaying "flashlight activated" or something, the same way you show "Insufficient EP" on the screen (which is very helpful thank you). Many options. Not too big a deal though!
I will say, I think making the flashlight cost EP is very interesting. I tried to implement darkness and a powerup to address it in my game as well but I don't think it was as successful as this is, the idea of balancing resources in that way is very appealing. Although I think for the kind of game this is, the EP system in general turns out mostly unnecessary... it isn't fun to have to stop to wait to continue double jumping, and there's not really anything you need to balance your resources against since enemies and timed obstacles are scarce, so you just end up waiting around to recharge between platforms a lot. Even in areas that are dark, the enemies are lit and not chasing you down, so you can just stand in place with no risk of running into spikes or anything.
I don't think it's a bad idea by any means though, and I think the place it DOES work best is in the boss fights where you're constantly juggling survival with firing off enough shots. Although in some cases it feels like the EP is too slow... steel horn felt oppressively hard because I had to waste all my EP double jumping with no breaks inbetween, so I couldn't get my ammunition up. That's a small tweak though. And I did manage to beat him in the end anyways!
I think the smallest change you could add to the EP system if you don't want to change it too much would be to add a move to recharge quickly, at the cost of being vulnerable and stuck in place. Something like hold a key down for a second and EP recharge speeds up or completes. The player would be using it constantly, but it would make the exploration segments have less sitting around time.
Not sure what the cartridges are. Are they just generic collectables or are they powerups? I need an "X Get" indicator so I know what I actually picked up... Looking at the unlockables, I'm not even sure when I unlocked any of these.
Small note, the platform leaving rhino is annoying... you need to leave your flashlight on the whole time to see it, which burns EP, and then when it DOES show up you're either out of EP to double jump or it's just way too fast to land on. Not a huge deal, tho
Last last note, a map would be suuuper helpful, I explored a bunch but I'm not sure how far I made it or what I'm missing. Knowing where I've been and what forks I didn't take would be massively helpful, since all I've seen is dark rooms and leaves.
I am so sorry for this huge wall of text lol. Most of it boils down to "I think the EP system could be iterated on, because it's cool". I really liked the game though, I think it has a lot of interesting ideas and is well done in its presentation!
Thanks so much for playing and for such detailed feedback. I LOVE your energy generation ability idea.
People struggling with the piranha boss and swimming were unexpected for us but it makes a lot of sense having watched a few friends play through it.
Most of your player feedback suggestions are/were planned but with the holidays we simply didn't have the time to implement everything we wanted.
The cartridges are permanent upgrades, and I wish we had more time to add some polish to these and the UI to show the player that they are locked/unlocked.
I'll be sure to pass along your praise to our composer. As English isn't his first language . We were just as excited about his music!
Amazing game! Really good metroidvania experience. Graphics and map is awesome. Good job!
I really appreciate it! Thanks for playing!
Plays well and looks good, though some tiles were placed kinda weirdly. I was able to defeat the piranhas, but after that I went back up, entered some door and it teleported me somewhere where I fell out of the map.
Had a lot of fun , could not get past the dark room though, I liked the practice area in the semi dark area , the controls were great , music had my head bobbing it worked really nicely with the theme of the game . that blue robot 362 was a bit of a jerk lol , loved it wanted to get to the end . How do we pass the dark room? will give it another go !
Ah can activate the flashlight with the F key, it uses battery but it recovers over time. Another easily missed ability is pressing Q after you get the upgrade from the Piranhas will allow you to go invisible.
beautiful looking entry! so well polished... going to come back and play through properly when I am off my laptop and I could feel and got a mouse to hand.... but even with a trackpad it was fun (just frustrating to aim ;) ) got as far as the fishes. Really blown away by what I have seen so far, and that reflection effect is just superb!
Thanks so much for playing and for the feedback. We actually put two more bosses in the game. Let me know if you make it that far!
What I liked
Usually I provide a feedback/suggestions list, but nothing really sticks out to me that I feel needs to be addressed. Overall, its a really solid game and really polished. Awesome work!
Wow thanks so much! Player feedback is important to me as a player and a developer.
And yes, we used shader graph for the water and a few other effects.
No problem! I agree with getting/giving good feedback. You make a lot of assumptions that sometimes end up being wrong, or something felt easy enough for yourself, but players actually struggled with it (my poor stairs haha). Feedback is so helpful and I think I wouldn't have progressed as much as I have this year without some of the great feedback I've received this year
I haven't worked with shaders yet, but its on the to-do list.
I didn't get very far, but the only frustrating thing was all that fish stacking upon my head... haha!
A really nice game, well designed and implemented. Good job!
Those piranhas are pretty aggressive. It took a lot of tuning to keep them from pinning the player to the ceiling/wall and still able to push the player around. Thanks for playing!
I enjoyed the game. The lighting effects looked really good!
Thanks so much for playing!