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A jam submission

The Fall of House AntaresView game page

It's time for a reckoning with your father, the emperor.
Submitted by WIP, reimerpdx, CrashTheComet, UrbiEtUrbi, Leelaw — 8 minutes, 23 seconds before the deadline
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The Fall of House Antares's itch.io page

Results

CriteriaRankScore*Raw Score
Sensory#64.0004.000
Execution#153.3163.316
Enjoyment#212.8422.842
Overall#223.0533.053
Relevance to the theme picked#273.0003.000
Metroidvania#282.1052.105

Ranked from 19 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Theme Chosen
Metroidn't / Recurring Dream

Engine
Unity

Team/Developer
Game Designer and Team Lead: WIP Lead Programmer: urbi-et-urbi.itch.io Lead Artist: The Odd Mimic of Fable Factory Composer: Reed Reimer of Fable Factory SFX: Andres Sanchez a.k.a. Leelaw Additional Art & Level Design: Mat Kaminski of Fable Factory QA: That Guy Additional Art: Xin Jin Meng Additional Programming: WIP Additional Programming: CrashTheComet

External assets
Using some explosions sprites whose original author which have "Master484" as the original author, whose website is http://m484games.ucoz.com/.

Prizes eligibility
PlusMusic

Reference info
WIP#1212

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Comments

HostSubmitted

Art is gorgeous, what a glow effect! I'd wish I knew when I got hit. And the fight is so long that the HP given is quite low. It's a cool concept, too short to be considered a metroidvania but it's still welcomed. Good job!

It's near impossible to stay alive long enough in the boss battle. How do you beat this thing?

Submitted

Really nice animations ! As other mentionned it's hard to know how many time you have been hitten (the ui is very smal in the corner and no clear feedback on hit).

The voice of the father is really cool. If you are going for Super i'm curious to see the progress.

Congrats !

Submitted

Wow, this is a really awesome start! The art and direction is fantastic. Gives me the vibes of a mix between dark souls and something sci-fi. As other people have said, I think giving more of a visual  audio cue that the player is taking damage would be helpful. For some reason trying to attack with 'x' wasn't working for me, but maybe chrome was being weird. 

Good luck with the Super edition if you head in that direction!

Submitted

Good animations and effects, good voice acting. Good gameplay . A little more variety of combos at the beginning would have been nice. It seems a little buggy.
But the speer attack looks and feels very good.
Although it was difficult for me to enjoy it to the fullest. The jump seems a little weak, and a double jump would have been nice when those vertical lasers fly around. but I'm sure that shouldn't be too hard to do.
I also can't tell when I am hit, so I usually die without noticing beforehand. Best add some kind of hitflash.

All in all this seems to be a solid game already. Just a few adjustments and it's good to go :D

Submitted

Wow! I love how beautifully everything is animated! The boss fight was really challenging, and their moves were well-telegraphed. I really struggled in phase 2, but I can see what you're attempting to have me do as a player (I'm just failing at it, hah)

Nice work on making a solid boss fight!

Developer

Hey, glad you liked it.

Yeah, I was worried phase 2 would be too easy and it seems I might have overdone it a little bit.

Submitted

Very cool concept fight. Very difficult concept fight! This boss has a pretty hefty move set and they're all animated beautifully, it was definitely a treat to look at. The attack was satisfying to use, the range and effect just felt good together. Unfortunately, I wasn't able to defeat the boss, he kept killing me in phase 2, so I put the game down for a bit, but I'll go back and try to kick his ass again later!

Some areas where I struggled

1. The feedback on the player being hit wasn't enough for me, I found that I kept checking my health bar in the upper corner to see if I'd been hit or not, and I was never quite certain what the enemy attack hitboxes were because of this.

2. I'm pretty sure I got the hang of avoiding the lightning bolts, but the player's very quick movement and acceleration speed made moving between the bolts a bit finicky which made this attack feel stressful each time even though I understood the mechanics.

3. I think a better telegraph on his long-range dash would have helped with the second phase. I think there might have been a screen shake when the dash started, but it didn't feel very consistent and so I never knew quite when to jump. This paired with not really understanding the attack hit boxes made this particular attack feel very punishing.

Anyway, I'm not one to shy away from a challenging boss fight, and at least the run back to him is short.:D I'll go back in later today and see if I can take him down, but if you have any tips or tricks, I'd love to hear them!

Developer (1 edit)

Hey, thanks for the in-depth feedback, it really helps.

In terms of tips and tricks I would say during the second phase it's good to always clear out the mines so as not  to let them stack up and as soon as he teleports into one of the corners to throw a spear in the opposite wall and head towards it.

Submitted

Can you stand on your spears?! I’m gonna have to give it another shot. Also I forgot to mention, I rarely used that spear attack just cause the visual made it look significantly weaker compared to my badass sword attack.

Developer

Yes you can, it's one of the metroidvania abilities that unlocks new areas in the level outside the boss which we didn't present, the attack is indeed weaker but it has utility.

Submitted

Really like the art, the range of your melee attack, and most of the boss attacks! Really wish I could hold down a button to keep attacking since its sort of a long fight. I've gotten pretty stuck on the electricity wall boss attack, I'm seeing now that you can jump really high if you keep holding down jump but it took many tries to figure that out.

Overall you definitely created a really good foundation for a 2d combat game!

Developer

Thanks for the kind words.

I know the bossfight really throws players in on the deep end, if me and my team end up continuing this for the super metroidvania month the level preceding him should tutorialize some of these things.

Submitted

Pretty cool game! As other people have said more feedback when you get hit would be nice, and I also feel like the telegraph for the charge attack in the second phase was really awkward - the boss repeating the animation made it really hard to judge at a glance how close he was to attacking. I also had a bug at one point where after dying and coming back there were still mines present from the previous attempt - only happened once though so I have no idea what caused it. As a whole this was awesome though, was a lot of fun!

Submitted

Oh yeah, I also encountered that mine bug once.

Developer

Thanks for the feedback and the kind words, will definitely keep it mind for the next version if we decide to go forward.

Awesome game! +++potential to continue for a full release or as a base for a totally new game set in a certain post-apocalyptic story that I can't probably mention right now under pain of death. :D

Developer(+1)

I'm glad you liked it.

Not quite sure what you mean about "a base for a totally new game set in a certain post-apocalyptic story" but It seems shadowy forces have convinced you to stay silent on the matter anyway.

Submitted

Awesome game, love the animations and fighting mechanics. I only wish for more skill, because despite trying for half an hour, i was not able to defeat the enemy :D

Developer

Thanks for the kind words.

Will keep the feedback in mind for future tweaks.

Submitted

Stunning!!!! I would love to see this turned into a full game (maybe for SMVM?), 


you have such a good base to push on. A full game in this style would be  awesome

Developer(+1)

I'm really happy you liked it, we will consider continuing for SMVM.

Submitted

Absolutely gorgeous game! The art, animations, and effects all look stellar and the bosses attack patterns are very interesting and varied. I would love to see the finished game, as there definitely seem to be a lot of pieces missing from the complete experience. And as others have mentioned, I think adding more player feedback when getting hit and doing damage would go a long way towards making the boss battle feel more achievable.

Developer(+1)

Thanks a lot for the feedback.

Yeah, it is missing all the level leading up to it which should tutorialize the mechanics so you don't just get dropped into the deep end and told to try swimming. Player feedback when getting hit and doing damage are definitely high on the prio list of possible improvements.

Submitted

Cool idea! I'm not good at these intense moments especially with how quick it's thrown at us, but I really like what you have!

Developer

Glad you liked it.

Submitted

I really liked the art and the music. The boss may be a bit tanky, but I think my biggest issue is the lack of feedback given to the player when getting hit. Visual and/or auditory feedback for getting hit is pretty essential to the player's experience, especially in a fast paced game like yours. I had no clue when I was taking damage without constantly shifting my attention to my health. With the fight being so fast paced, it feels very detrimental to the gameplay.

As for the theme, you didn't really specify how you were interpreting the themes, so I'll interpret it lol. I think you did well with the theme because it definitely is missing everything a metroidvania has except a boss battle. Recurring dream fits in the sense that I had to play the fight over and over lol.

All that being said, you should really particpate in the SMVM. It sounds like you had a unfinished level already. And mechanics wise, I felt pretty natural except for the mentioned lack of feedback when getting hit. You could put out a well-polished demo or microvania in the remaining time you have.

Congrats on submitting! 

Developer

Thanks for the feedback, I'm glad you liked the game.

More feedback when taking damage or damaging the boss is definitely high up on the list of things to fix.
To be honest somewhere in the haze of crunch I kinda forgot I have to explain how we chose to interpret the themes. I will defer to your interpretation here as it seems quite reasonable.

Will definitely consider SMVM as an option.

Submitted

Really nice entry, feels like a demo of a released game. Managed to beat the boss and it was fairly challenging. Everything works fine together, from art to controls, to music. Great job!

Developer

Glad you liked it 😄, thanks for the kind words.