Presented very well! I really like the art style.
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King Minos' Labyrinth's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Metroidvania | #22 | 3.636 | 3.636 |
Presentation | #24 | 3.818 | 3.818 |
Overall | #25 | 3.386 | 3.386 |
Design | #30 | 3.182 | 3.182 |
Enjoyment | #40 | 2.909 | 2.909 |
Ranked from 11 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Engine
Godot Engine
Team/Developer
Team Minotaur
Comments
It was a nice experience. Lovely visuals, As mentioned in another comment the time to heal often felt too long to be used in combat. Though with more balancing I think it could be cool to see this type of mechanic maybe in a more action/bullet hell type of scenario.
The timer for those trials should've been centered and somehow to be brought to attention. It took me a few attempts to figure out that it is a time-based challenge.
I felt that the base movement speed was slow and ended up using the dash a lot to traverse the rooms. The silhouette for the dash could've been more exaggerated to sell the motion/speed of dashing even better.
Nice game overall! :D
This was fun. I really appreciate the ability to use a controller. Not sure if the dash jump combo in the air is meant to be used to get higher jumps but I took full advantage of it.
Not sure what the dash jump combo entails, but tricks like that are what make Metroidvania games so fun, so I'm glad you found that.
The only intended sequence break (not coded in, but left in) is where you jump into the side of a plaform, quickly turn around, and then dash which knocks you further up on to the platform (which can be used to get some early upgrades).
I really like the way the game looks and feels. The controls are clean and the main character's animations are lively. The environments are also lush and attractive. The music is rousing and fun.
The decision to give the player an innate healing ability is really interesting. That said, 3 seconds is a long time to stand still--I was rarely able to make practical use of it during combat.
The main thing that's missing from this game is enemies. The boss fights are well orchestrated, but I was disappointed when the second boss fight was the same as the first. Enemies would have been a great opportunity to give the game even more personality.
FYI: I also used the WebGL and I had no issues.
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