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A jam submission

Aiko Training Day Metroidvaina MonthView game page

Submitted by DeeRaghooGames — 9 hours, 7 minutes before the deadline
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Aiko Training Day Metroidvaina Month's itch.io page

Results

CriteriaRankScore*Raw Score
Enjoyment#333.1113.111
Design#343.0003.000
Overall#422.9722.972
Presentation#503.2223.222
Metroidvania#612.5562.556

Ranked from 9 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Engine
Unity Game Engine

Team/Developer
Solo Developer

Prizes eligibility
LearnIndie

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Comments

Submitted(+1)

A very solid platformer with smooth controls. While I personally prefer Space to jump and Left Shift to dash, I know that some people feel exactly the opposite.

The best thing about the game is the level design. Although I didn't finish the game, I played over 20 minutes and suffered (enjoyed?) 170+ deaths. The environment constantly kept me on my toes, with interesting recombinations of familiar challenges.

The sound is very good. The graphics are pleasing, but just a splash of color would have been welcome.

While wall-jumping has never been one of my favorite mechanics, it is well-implemented here.

Developer(+1)

Thanks for playing and your feedback,


I am glad you had fun I made a play-through video if that is something that you might be interested , I included time stamps so that you could skip to the parts that you want to see 
Submitted (1 edit) (+1)

Nice game! The wall jump was a little frustrating and some player animations would be nice though. Good job!

Developer

thanks for playing and your feedback , the jump can be a little frustrating at first but it gets better when upgraded, i was having a little trouble figuring out the jump.

Submitted(+1)

I like the style of the game and level design for the most part. Character control feel is okay enough for most of the platforming that you're placing the player in front of. I didn't get much feel of metroidvania though, I got 2 upgrades but i still breezed through levels without using them to progress. My biggest issue was with shuriken upgrade, I like how it stuns enemies, but their hitboxes are still active meaning I can screw myself over, and I did that a lot, to a point where I didn't want to use it, other than on those flying bois that chase you in all directions. I don't know what was the deal with upgrade now flashing popup, nothing in controls stated anything about upgrade menu or something, i didn't know how to get back to start to try doing something, then i pressed esc and my game crashed in browser (i guess it tried to quit but it just stopped working). With all that said, I had fun with platforming, good work!

Developer

thanks for playing and I really appreciate your advice , I forgot to add the sprites for the  upgrades that you could purchase in the first room of the game , there are 2 types mobility (Speed, jump and Dash)  and the shuriken has 2 first freeze enemy and then freeze enemy and turn them into blocks so that the player can jump on them.  

Submitted(+1)

I love this monochrome art style you did in this game! Didn't' manage to finish all rooms but still I enjoyed playing it :D

Developer

thanks for playing , I am just learning pixel art . I am really glad you had fun 

Submitted(+1)

like the obstacles/room layouts, so had fun because of that

thought the art style was a bit inconsistent 

would suggest making the ascending phase of the jump be slower which gives the player more time to adjust position in order to line up the jump before falling back down (can just have lower gravity until you start descending)

Developer

Thanks for playing and your comments , I am just learning pixel art and i agree that the level and the player and plants do not match  I am working on that.  thanks for the advice on the player controller. 

Submitted (1 edit) (+1)

If there's one issue with this, it's the controls. If I need to point something out, make the character a bit quicker, give him an acceleration so he doesn't just go from 0 to 1, and drastically decrease the horizontal velocity from the walljump. Also, the gravity could definitely be lower. All in all, I believe this is one of your first games made in godot, so it's decent.

Developer

thanks for playing and your feed back , I really am struggling  with getting the player controls to feel right , i will give  your suggestions a try. I  tried to use Godot but could not finish it (could not find tutorials in godot 4) so I had to switch back to Unity. thanks again.