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A jam submission

Shred Quest 2View game page

Help Tommy escape Hell and make it back home.
Submitted by dan.collins.dev (@dan_collins_dev) — 9 hours, 38 minutes before the deadline
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Shred Quest 2's itch.io page

Results

CriteriaRankScore*Raw Score
Overall#33.9553.955
Relevance to the theme picked#34.5004.500
Metroidvania#44.0914.091
Enjoyment#53.7273.727
Execution#83.7733.773
Sensory#113.6823.682

Ranked from 22 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Theme Chosen
Hell

Engine
Godot 3

Team/Developer
dan.collins.dev

External assets
Only Music and Font, all listed on my game page.

Prizes eligibility
LearnIndie

Reference info
dan.collins.dev

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Comments

Submitted

The ending was really cool !

I had some little issue with the jump being a bit weird (like low gravity) and hitboxes i had a hard time to understand. The game was also a bit simple due to almost no penalty of death but for a gamejam version it's sometimes better to give the ability to finish the game (especially with the cool ending you made)

Love the rocker idea and the animation (especially the skeleton death animation !)

Music is really a nice feat.

Congrats !

Developer

Haha thanks, the ending cracks me up. Its so goofy.

Yeah, originally I had planned to participate in the SMVM with this entry, but I changed my mind and scrapped the more metroidvania elements and focused on making sure people could play through in a reasonable time. In the future, I plan to lean more into the classic metroidvania with save rooms and teleport rooms.

Thanks for playing! I'll be playing your submission in a moment!

Submitted

This was a solid entry. Your pixel animations hold up to the standard (of quality, if not quite the same proliferation) as Life of the Party and that's a very good thing, probably the biggest of small touches that makes this one fun.

There's a spot or two where it's not entirely conveyed whether a jump can be made, at least without taking damage, and in at least one instance (I think it's over a pool of lava with a pretty low ceiling) it seems you pretty much need the grace-time. Most of my nitpicks here are just that, though: Nitpicks. Good job overall!

Submitted (1 edit)

Also I took a lil video. Apologies for the super-low game audio.

Developer(+1)

Thanks a lot for attaching your playthrough video! Like Life of the Party, I had a lot of fun with the pixel art. In regards to clearly communicating whether a jump is possible or not, I noticed that was a consistent issue among the people I watched play. The lava pool I assumed people would dash and jump to pass it, but very few people did. I like how you pointed out the skeleton grooving. It wasn't intentional, but I did notice it when I was finishing the animation up and it cracked me up. 

Submitted

Really fun and lighthearted game (despite the setting xD). The rocker aesthetic worked really well and integrated nicely.  

It's been mentioned below, but the jump is a little floaty. I found my self surprised with how far the character could jump when judging platforms, but I don't think that's a terrible thing. Maybe hell only has a few G's. The game started to feel pretty easy after a while, but that's probably good in the context of a jam where people will give up on games that are too challenging. 

Great job!

Developer

Thanks for playing!

I found my self surprised with how far the character could jump when judging platforms, but I don't think that's a terrible thing. Maybe hell only has a few G's

Yeah it's definitely time for a tighter to player controller. Floaty was fun, but it presented some challenges in room design.

Maybe hell only has a few G's

Whenever I was in doubt about something, I just leaned into the theme haha. Maybe Hell has less G's.

Submitted

This game ruled! The lighthearted but absolutely METAL aesthetic is really charming, and I love how much you leaned into the concept. From designing your map to be a pentagram, to Tommy's weapon being an electric guitar (and the shredding victory fanfare is a 10/10 choice), I really enjoyed the direction you went aesthetically with this!

The controls felt tight, the single-height jump helped me read your level design "at a glance" quickly and know if I could make a jump or not. 

The map screen was very helpful and super well made! I managed to miss the final superjump ability, but was able to easily backtrack thanks to the map


Really fun entry, and I look forward to seeing more of Tommy's adventures!

Developer(+1)

Haha thanks for playing! I'm glad you enjoyed it!

I love how much you leaned into the concept.

Whenever I was in doubt about something, I just leaned more into the theme.

designing your map to be a pentagram

This was an instance where I leaned into the theme. Unfortunately, I spent so much time thinking about and attempting different ability mechanics, by the time I had what I thought was acceptable it became harder to design a map around the abilities. My goal was to have the starting room at the top of the map and being dropped into the very depths of Hell by Death. The super jump was always going to be the last ability to make the last section a large ascent back to the starting room. It didn't work out the way I planned so I tried multiple different layouts. Eventually, I had the idea of the pentagram because I just made the seal. I liked how it turned out.

the single-height jump helped me read your level design "at a glance" quickly and know if I could make a jump or not. 

I really hoped that was going to be the case across the board but from some comments here and feedback from those who gave it try when i was nearing completion, it wasn't . It definitely helped me read my own design at a glance though haha.

The map screen was very helpful and super well made! I managed to miss the final superjump ability, but was able to easily backtrack thanks to the map

Thanks a lot! I definitely think this is my best looking map so far. And thanks to the people gave it a play before it was polished, I noticed that a lot of people were missing the super jump ability. So I added the power-up counter on the map. 

the shredding victory fanfare is a 10/10 choice

I still pretty new to art in general, let alone pixel art. The animation was one of my proudest pieces. The sound is an external asset I forgot to list because it wasn't in my original doc. A friend in a discord channel was watching it be played and was like "l've got my guitar right here, let me whip something up." A minute or so later, he linked a sound that was pretty good. I definitely need to update that.


Overall I enjoyed the game, and despite some of the issues I had making it, I think its my best game so far.

Submitted

I couldn't get enough of Tommy's little victory shred, I smiled every time he got excited about grabbing a power-up. The music really set the mood, from the quite ominous opening music to the more exciting exploration track and the rocking final boss track, great choices. :D I also really liked the map, it was relevant to the theme and once I figured it out it made exploring pretty straightforward. Enemy death animations and breaking the seals were all very satisfying. And don't get me started on that ending... looking forward to the next installment!

Some places where it could be improved,

1. as others have said, the jump is a bit floaty, but what bothered me more was having to fully commit to each very long jump, you couldn't do little hops. There were a few places where you had to climb some little steps and this made those areas a bit tedious.

2. it was never clear to me if I was breaking the game by using the dash move to jump in mid-air. As I progressed deeper into the game, I began to feel more and more like this was intentional, but the first few times I did it I couldn't help but feel like I was cheating.

3. The opening area is quite small but I looped through it quite a few times before I realized I was missing the exit leading to the first power-up. I ended up having to check the map to see that there was a door I had missed, which in itself isn't really a problem, but I think a bit more sign-posting that there's an exit there as you're running through that room (maybe some lead-up platforms or something) would have helped.

Anyway, I had a great time helping Tommy escape Hell, great work! Also my final stats were 5 deaths, 24 minutes.

Developer

Haha I'm glad you enjoyed it.

as others have said, the jump is a bit floaty, but what bothered me more was having to fully commit to each very long jump, you couldn't do little hops. There were a few places where you had to climb some little steps and this made those areas a bit tedious.

Yep, its definitely time to move away from floaty characters. I get the committing to a jump. I would have loved to implemented variable jumping, but I haven't tried since Shapeshift Shatter. My implementation worked, but its one undesired behavior was that you'd get this extra little hop. Although I thought it was neat during development, like a reward for a solid jump, players absolutely hated it. It wasn't until I played it a week or so ago that I realized, its awwwwful.

it was never clear to me if I was breaking the game by using the dash move to jump in mid-air. As I progressed deeper into the game, I began to feel more and more like this was intentional, but the first few times I did it I couldn't help but feel like I was cheating.

I didn't initially intend to have jumping be available during dashes, but decided it might be nice to use it to jump long distances or cancel it out.

The opening area is quite small but I looped through it quite a few times before I realized I was missing the exit leading to the first power-up. I ended up having to check the map to see that there was a door I had missed, which in itself isn't really a problem, but I think a bit more sign-posting that there's an exit there as you're running through that room (maybe some lead-up platforms or something) would have helped.

That issue was something that popped up a lot the few times I was able to watch people play. I really should have just added a tile or two to indicate you could jump up.

Submitted

I liked it!
The game is mostly consistent and smooth, although I managed to get the last seal and be teleported to the center while still missing the super jump upgrade, which was kind of confusing until I saw the upgrade count on the map.
The gameplay is fun overall, although I thought it kinda felt too easy once I got the hang of the controllers. The fact it respawns you on the same room makes the loss of progress quite meaningless imo. I almost thought the boss fight would compensate on that, until I realized the boss's health doesn't reset at all when you die.
Other than that, I liked the visuals and audio, and the cutscenes are quite fun.
Congrats!

Developer(+1)
I managed to get the last seal and be teleported to the center while still missing the super jump upgrade, which was kind of confusing until I saw the upgrade count on the map.

Yeah, a day or two before submission I realized that was going to be a problem. I noticed from watching some people test it out. Thats when I chose to add the upgrade count on the map. Honestly I should have provided a confirmation to go letting the player know that they havent collected all the power-up. I was just too tired at that point to make that change. 

 The fact it respawns you on the same room makes the loss of progress quite meaningless imo. I almost thought the boss fight would compensate on that, until I realized the boss's health doesn't reset at all when you die.

Unfortunately those design decisions were made to compensate for jams and participants experience with metroidvania's.  I think next time, I'll just throw out consideration of experience and assume participants are huge metroidvania fans and know what to expect when they load the game up.

I'm glad you enjoyed the game overall and thanks for playing!

Submitted

Could've had more gravity on the player and the knockback on the skeletons felt a bit excessive, other than that great game!

Developer

Thanks a lot! Yeah, there's a common consensus that my character is too floaty. I wanted to tweak the skeletons during the polishing phase but I didn't have a chance. If i had the time, the knockback would have been shorter and they'd also have invincibilty frames of their own. Once you get in there, they're pretty much toast between knockback and how fast the player can attack.

Submitted

Great game, graphics, music and setting. Had a lot of fun trying it out. Maybe add a little bit of camera shake if you hit an enemy, to let them feel a little bit more powerful :) 

Developer

I'm glad you enjoyed it. I actually used to use camera shake as a method of player hit feedback, but I've moving away from it. Of course, I need to make sure that its clear enough. A commonality I've noticed is that people are mssing the gradual change in transparency during the invincibility frames. I probably should have just animated that too. Its definitely something I'll keep in mind for the future.

Submitted (1 edit)

Good choice of music for the setting. I would have liked some sort of hit FX, just a sound or a white flash or something.  The jumping felt a bit weird, I think if the player just fell faster it would have felt nicer. The skeleton's animations were nice. The map was a cool edition to the game and I like the fact that you give the player some kind of clear objective other than wander around aimlessly.

Nice entry.

Developer

Thanks for playing. There are two hit fx for the player. One is missable because its not prominent enough. Instead of the white flash in the sprite, I just changed its alpha back and forth for the duration of the invincibility frames. Theres also a sound effect when the player gets hurt. I do agree that I should have made a hit flash sprite rather than animate its change in transparency. I'm just surprised that you didn't catch sound. Do you think it was due to having too many sounds happening at once? Audio is on the list of many things to improve/learn.

I'm glad you liked the music choices. I was worried about the main gameplay music. I wasn't completely sold on it in comparison to the rest of the music which i did like. I was surprised I found those assets. Maps I've managed to include in every MVM entry. I've been trying to find a way to streamline the current process, but I think this was the best one yet. 

Submitted

What a rad game! The simple artstyle and tongue in cheek tone gave the game a really great atmosphere. The abilities, enemies, and final boss all made the metroidvania experience feel bite-sized and complete. I do have a few pieces of feedback, though. First off, the player movement feels pretty slow and floaty, making a few of the rooms that required more precise platforming a little frustrating. The progression gating also felt a little too linear, and not as intentional as it could be, as I was actually able to break all of the altars before I got the double jump. And an area where I would really recommend focusing on is the game's camera. There were a few rooms where there wasn't enough lookahead to tell that there was lava at the bottom, so I would unintendedly jump to my demise. But overall, this was really great work, and I'm excited to see what you do next!

Developer(+1)

Thanks. Yeah design went out the window because I got caught up in the art. Some of the progression mechanics didn't get implemented so I had to pivot a bit and decided to just make my map a pentagram/rams head to just lean into the theme more. I do intend to mess with the camera at some point to provide a little more insight into your surroundings, but in this scenario, it was just poor placement of obstacles. Non-floaty character movement is another goal for the future.

Thanks again for playing!

Submitted

Very well done project! Catchy music, nice map, good amount of upgrades to keep me interested till the end. I don't have much to complain about, just tiny nitpicks that are probably personal preference. Player's jump is very floaty, which isn't exactly an issue, just makes more vertical levels kinda slower. I was surprised at how slow skeleton projectiles were, but the fact that you can reflect them is awesome, love that. Player dying and respawning them with full life in the same room makes death kinda pointless, I'd imagine it's probably for the sake of easier bug handling and just streamlining experience, but that's something to think about i guess. Cutscenes and boss fight were fun (unfortunately I bugged at end boss and didn't see ending, basically i killed them and got hit by slash projectile soon after, respawning just kept the fight going indefinitely). Art style is simple but clean, what's more important is that the game is consistent in it's visuals so that's a plus. I wish there were more landmarks in world, because all rooms feel rather unremarkable (except for skill unlocks and altars, duh) which basically forces me to use map every other room to see where i'm going, but the fact you have a map is already a huge win :D

Great game, hope to see more from you in the future!

Developer(+1)

Thanks for playing. The end cutscene is my favorite part! Nobody encounter that bug before. I'm sad that it wasn't caught until now. Skeleton projectiles were supposed to be faster, but I forgot to put it on my last minute polish list. As for death, I actually implemented classic metroidvania save rooms and respawning. But for the sake of keeping the player's attention I ended up switching to loading at the last entrance point. I also just chalked it up to being part of the theme. You're in Hell, so why not? I leaned into the theme when in doubt. So the rooms being not very distinguishable was a mixture of that and just being new to art in general.

Submitted

Very cool project! I think you nailed a very clear atmosphere, and I liked how easy it was to get around areas. It was quite rare I had trouble doing what I planned to do. I'm not great at metroidvanias so I got a little lost and was uncertain what to do past "running & gunning" but I'm expecting there was a corner / turn I missed somewhere to unlock something

Developer

Thanks. Its shame because I love the ending. The map should help. If you pull it up, just look for openings in the room layout. I had a few people playtest and it seemed pretty common that those who weren't into metroidvania's had more trouble than those who play them. So that's something I still need to think about. Who my target audience is and how to make it more accessible to those who don't usually play metroidvanias. If it helps any, the map is symmetrical, so if you found any power up after the first, you can find the other powerup easy enough once you notice that the map is symmetrical.

Submitted

The vibes of this game are awesome!

Everything feels good to me except the jump - too slow and floaty in my opinion, fine tune that and I think your mechanics are pretty solid.

Developer

Thanks! I'm glad you enjoyed it. Yeah, my characters tend to have really floaty and long jumps. I've been thinking about changing the x velocity when it switches to jumping, but I don't want it to feel abrupt. So I need to really toy with that and movement speeds in general to find what feels exactly right.

Submitted

would have loved a map to help navigate about as I found myself getting a little confused as to when I was backtracking and when I was exploring a new area, (unless I found an already destroyed seal), a map would have really helped.

But minor quibbles aside it is a great entry! Good movement, really nice clean art and great animations - especially loved getting out the guitar on gaining an powerup. it made me look forward to finding the next one!

GREAT JOB!

Developer(+1)

Thanks! I look forward to playing your entry as always. I did have a map though. M key on KB and my page and the ingame controls menu show it. I always include a map haha.

Submitted

my mistake... a lot more manageable I was playing first time on a  controller and the map button didn't seem to work on that (but it might be me being stupid)... Now I found the map a lot better :)

Developer

Haha alright. I'm still trying to get your game to load for me. I always have issues with loading your games for some reason. If the web version loads, there issues with the audio clipping continuously. But I think, wine usually runs your exe fine. Its not loading this time around. I'm going to check your other games to see if its happening on them. I'm pretty sure I had no problem running Saturday Night Vania.

Submitted

Arghhhhh it's because of a build setting! This was built using OpenAL rather than the windows sound system, so will only work if all the OpenAL dlls are present (no idea how well wine handles it). it is literally for me the change of an underscore in the build directives... wish I had double checked this before the bug fix grace period ended :) - Oh well!

The Game has a few sound queues in there but nothing major... so maybe you can play it with audio disabled on your browser tab, after voting ends I can send a build that will run on your system (fingers crossed)