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A jam submission

Anima TowerView game page

Short metroidvania-ish platformer involving a grappling hook and climbing an outer-space greenhouse.
Submitted by Kevin Minh (@kevinminh_alt)
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Anima Tower's itch.io page

Results

CriteriaRankScore*Raw Score
Sensory#24.2674.267
Enjoyment#83.6003.600
Overall#93.8403.840
Execution#103.6003.600
Metroidvania#113.8673.867
Relevance to the theme picked#163.8673.867

Ranked from 15 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Theme Chosen
Revival (and a little bit of Cozy). I've described it in the game page, but your checkpoints involve reviving dead trees and the game's objective revolves around getting to a great tree to revive it before it fully withers.

Engine
Godot Engine 4.0

Team/Developer
Kevin Minh/Kevinmonitor, OrangeCloud

External assets
Deep-Fold's Space Background Generator: https://deep-fold.itch.io/space-background-generator

Prizes eligibility
All

Reference info
Twitter: @kevinminh_alt for me, Bandcamp: https://nogale.bandcamp.com for OrangeCloud

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Comments

Submitted

oh wow, this hook feature is awesome!. I had so much fun playing your game :D

Developer

Thanks for playing!

HostSubmitted(+1)

Neat entry! I actually had a really hard time with the controls, and before I understood I could sort of jump right after hooking for a huge speed boost, I was quite clueless. I also noted that the hook naturally went to the right while not pressing any directional key - it would be nice to have it shoot towards where you're facing. That said, the art was gorgeous and the music was top-notch. Nails the sensory criteria. Nice job!

Developer

Thanks for playing! I'm glad you enjoyed it.

Submitted (1 edit) (+1)

Ok that one was really fun, I love it. Graphics are also really charming, and the music is a banger oh boy, but I kinda already expected that since I was already familiar with Orange's work from Discord x3

I actually don't really have a lot more to comment on it, it's just cozy grapple fun really. I took a while to figure out the controls, but once they clicked I really just went wild, it was awesome. Altought I might say that the level design felt like it was made with the "grapple-pull-momentum-jump" in mind, but I don't really think this technique was really tutorialized anywhere, or at least not that I noticed. I can't really tell for sure tho, I grasped it pretty quickly so it was just natural that I abused of it the entire game lol, so I have no clue how it feels to play witouth doing that constantly. When I discovered how to do it I went "Aha!", you know? Like, it felt like it was supposed to be something more advanced. (Or that's just an effect of me playing Celeste's last level before it, idk, it's a possibility too, because you know how that level goes right? xD)

Nitpickys tho: I am really not a fan of how the glide is tutorialized with blind jumps. Like, this way it felt like the glide was a bandage for them (Because there are indeed a few blind jumps here and there, even if not enought to be bothersome) instead of something you'd use for actual challenges with it, but fortunatelly this concern was momentary since you actually made me use it properly later on.
It also felt like it was a little impossible to avoid taking damage sometimes, not really sure how to explain why tho (I do believe I may just suck tho). Like, the first health upgrade near where you get the punching, is it even possible to get it witouth taking damage at all? I tried a few times, but it didn't felt like there was, unless I'm missing a way to cancel the hook pull that I didn't realize.

Ohhh just remembered while writing this too, for some obscure reason, if I'm not constantly holding the left key, the character will always throw the grapple to the right, regardless of wich direction I was facing, wich was really annoying sometimes, making me take free damage and messing up my wall climbs. I was playing on web tho, wich you mentioned that could be potentially buggy, but other than that it was pretty smooth.

And I guess that's kinda it, I recorded my run too so hit me up if you wanna see it (I actually played the game twice because the firstt time I took the upper route on the last floor, so I tought I could've missed something on the lower route, but when I got there I didn't really see anything so I guess it was just two completely normal runs lol. I still only got 80% tho, legit no clue where the last item is).

I also really like some of the scenery, the trees and flowers looks very pretty, just tought I'd drop this here x3

Developer(+1)

Thank you very much for playing my game!

I definitely designed the levels around the-hook-cancel (grapple to a wall and jump mid-pull with great momentum), like you said it's not meant to be something explicitly shown but rather something that makes you go "Woah I could do that!?" after you discover it. Maybe I should have made an "implicit tutorial level" or something like that? 

The health upgrade right after the punch is supposed to be one you take on after getting the glide, though the very last jump is admittedly a hard one that requires a last-second hookcancel. I kinda do regret teaching the player to do the glide through blind-jumps, I'll have to look into how to make it more elegant!

>if I'm not constantly holding the left key, the character will always throw the grapple to the right

this was one of the things I promised myself I would fix near the end of the jam but DIDN'T for some reason (the reason being I have dummy brain). I'll have to keep it in mind even more from now on

For 100%: there are 3 upgrades (each worth 20%) and 4 heart containers (each worth 10%). The first two levels (not counting the tutorial room with the hook) have 2 hearts and 1 upgrade each, and the tutorial room itself has one upgrade.

Thank you again for playing, I'll love to see your playthrough video!

Submitted (1 edit) (+1)

There you go then!

About the tutorialization tho, I think it's cool for the grapple jump to stay as somewhat of a """secret""" thing, but yeah, If you wanna do stuff that actually requires it, then you should have taught it more directly at some point. I think the ideal here would be for the early game to be designed with only the straight grapple pull in mind, and only introduce the jumping later on near the end.
That first health upgrade I actually had problems with the first jump only lol, everything else felt fair enought, altought as you may notice on the video I didn't actually try to do that little section with the glide, since I could still get the upgrade by tanking the damage anyway, even if it felt a little wrong to. (I'd prefered if that section was a little longer, as in, making it actually impossible to beat witouth gliding, because otherwise it felt like I was just missing some kind of technique rather than I was supposed to backtrack to there later.)

But as I said, it was still plenty fun tho, looking back at it now I kinda wish I took some more time to explore more properly, since it did kinda feel like I speedrunned the game in some way lol, even if I played it twice just to check that one place on the last room. But hey no problem.

Submitted(+1)

I had some trouble understanding the grapple (i ended up smashing the button most of the time to go up).

The pixel art is really cool ! I think there is a cool potentatial after tweaking the controls.

Congrats !

Developer

Thanks a lot for playing!

Submitted(+1)

Absolutely adored this! The level design does a great job of gradually teaching the player the mechanics, and there are some incredibly well designed precision platforming sections. I did initially have a tough time getting a hang of the grapple, but after playing around with it enough, I was able to have a good enough grasp to make it through the game.

The gorgeous pixel art, calming yet energetic music, and lovely galactic floral aesthetic all worked together to create a beautiful and unique atmosphere. After finishing the game, I am already excited to dive back in to collect all the secrets I missed out on. Altogether, a tremendous piece of work. Great job!

Developer(+1)

Thank you so much for providing kind words. I hope you get that 100%! 

Submitted(+1)

Must admit I struggled with the grapple mechanic... I found using the arrow keys  seemed to not work (at least for me as they seemed to fire off the grapple no matter what), I suspect it's more of a me problem then the game's, but it was still something I was struggling with.

Beyond that I was blown away by this entry, both with the game play and gorgeous graphics!

Stunning

Developer

Hmmm, I was actually worried the WASD layout was the one that wouldn’t work… 

I’m glad you liked it otherwise. Thanks for playing!

Submitted (1 edit) (+1)

I'll be honest the controllers just didn't quite hook me personally, mainly because the wall jump felt extremely weak given the tall walls you have to climb (saved from when you had 2 walls close enough to each other like in the prologue). Even after I kind of understood it I found myself spamming the buttons so much just to slowly get up a wall and then ending up falling from the edge all the way back (for some reason getting up the edge was the worst when there was no other wall aside, even knowing the extra jump from the grappling hook). Combining this with all the exploring made me feel pretty slow and helpless at times, the controller and map just didn't quite feel like they matched each other a lot. Feels like it could use some polishing on that but it may be a bit of personal preference as well.
That said, I do like the concept a lot and I think the visuals and sound design are really well made, I really like how the atmosphere was conveyed. And for a first time in godot I think this is genuinely a great start!

Developer(+1)

Thank you very much for the comments!

I definitely feel like the level design can use some work and tightening up to make exploration more efficient. Glad you gave it a honest try!

Submitted(+1)

This is yet another that I'd call a contender for this year. You could, I say without exaggerating, probably take these mechanics and ideas and polish them into a commercial release if you wanted.

Good:

  • Pure fun factor is already pretty decent once you get the first upgrade and start learning to use it
  • Fun factor shoots up exponentially once you get the glide

Bad:

  • I may have sequence broken a bit more easily than intended and am pretty sure I got to a point where I more or less died to escape a room. (But I kept the item which was nice, and it might have been theoretically possible to escape)
Developer (1 edit) (+1)

Thank you for all the love, it makes me genuinely glad!!! I do want to explore this game's themes and mechanics a bit more in the future, kinda wanna do a bright and self-searching journey like Celeste, or maybe add in some fun combat like Rabi-Ribi and Hollow Knight? The possibilities make me really excited :3c

  • Heyyy glad you liked the glide upgrade the most! I had a lot of fun designing the later levels around getting it, and I felt it really made up for the slightly lackluster implementation of the punch (since there originally were going to be enemies).
  • Sequence breaking is not only possible but encouraged - in fact, I designed the game to be beatable with 0% items/not getting a single upgrade! I think it'll be really great for speedrunners and just players in general to be able to approach a game from different paths, that's what metroidvanias are all about after all. Some sections may become outright impossible to recover from if you fall into a spikepit, but there's plenty of checkpoints.
Thank you very much for playing again!

Submitted(+1)

I *love* the artstyle and aesthetics you went with here. I love the "nature clawing back" vibe. The openness of the world feels VERY metroidvania. I found myself zipping around all over exploring all the corners of the tower - movement was really fun, and where the abilities you gain will be used are telegraphed well.


Great work, a really solid entry!

Developer

Thank you for the kind words! I'm still practicing my pixel art skills, I'm glad you liked them.

It's a very free-flowing kind of game, the grappling hook may only have 2 directions to shoot but you can gain lots of momentum and scale the tower super fast. Check out Celeste Classic 2 (which inspired this game) if you want more of it! Appreciate the attention towards the telegraphing of abilities too!

Developer (1 edit)

Oh, actually, I saw you play my game on your Twitch stream just now and I appreciate it! Sorry the game crashed for you at that moment, but fortunately that is indeed the ending of the game. The unusual high jumps are a bug, I had another player test it and they reasoned it was probably a monitor framerate issue.

Thanks for playing again!

Here's what the end screen looks like:

Submitted(+1)

The character, tileset, and foliage art is really nice looking. The character animation, while simple, is still pleasing.

The wall jumping is a cool ability to have unlocked so early but it very really difficult to use. I figured I was meant to use it in tandem with the grappling hook (which I did) but it was still more challenging than I thought it should be.

The grappling hook was a cool addition I like it. The level design was nice too, I don't just mean the art I mean the structure; felt like a metroidvania.

Nice entry.

Developer

Thank you for playing! Yeah the wall jumping is a little bit strict at the moment. I'm glad you liked the metroidvania-styled level design I went for.

Submitted(+1)

I did it! That was a very visually impressive game, I really dug the aesthetic. The music was relaxing and the space + nature aesthetic was an unusual but cool combination. The energy hook is definitely a cool movement concept, and the other movement mode you get was very satisfying to use, I'd say that part felt the most relaxing (until I slammed face first into some spikes...). I also liked that health regenerated over time, it made the game very forgiving and I wasn't afraid to explore. 

Some areas where I struggled

1. The energy hook is cool in design, but it's very hard to use. The key sequence you need to input to go in your desired destination never felt intuitive to me, and I found myself struggling a lot to climb higher or more complicated shafts.

2. The level was massive and there were only a few memorable landmarks. Having more ways to know where you are, where you've been and where you should potentially be going would be helpful (the most memorable landmark I saw was the path guarded by two obstacles).

Overall it's a good combination of movement mechanics that were fun to use together. Grappling into a big floaty glide was always very satisfying when I could pull it off, and the ending moment was very satisfying, very pretty. Great entry!


Developer

Thank you for playing so much!

Health automatically recovers if you reach a checkpoint (dead cherry blossom tree reviving), actually :0

1. Yeah the hook implementation wasn't the most elegant, I definitely still have some ways to go in making player control as smooth as possible.

2. Funny you mention this because this is exactly what I thought was the weakest about my game! If I had time I would have diversified the map and landmarks a lot more so you knew where you were going, and of course I'd have added a minimap. 

I'm glad you enjoyed the game!

Submitted(+1)

Oh, haha. I guess I kept reaching cherry blossom trees in between sections of taking damage. :D

Submitted(+1)

The pixel art looks great. The sound effects and music work well together and feel consistent. I think the character design and overall feel of the game. 

Some thoughts:

- The grapple mechanic is pretty fun but it took me a really long time to get a feel for it. Seriously, I think it took me 20 tries to get out of the area with the grapple gun. (I'm not great at platformers, but maybe the timing with the gun is too precise or something). Also the gun seems to always turn me to the right for some reason. 

Great job!

Developer

Thank you for playing!

When you press the shoot hook key there’s a very short timeframe (0.12 seconds) where you input a direction to fire it, otherwise it defaults to the right. I admit there could have been more elegant ways to program it.

Glad you enjoyed! Sorry about the brutal difficulty xd

Submitted(+1)

You call this bite sized in the description but this felt massive for a jam game... honestly maybe a bit to its detriment, between the large, very open world and lack of map screen I spent most of my time lost and running through the same couple rooms trying to find any paths I hadnt gone down.

Controls felt great for exploration but not quite tight enough for some of the precision platforming bits. There were several places where I found myself tanking my way through spikes rather than trying to figure out a tricky platforming section.

Good game though! Maybe my favorite from this jam so far.

Developer

OHHH MAN the map sizes. My buddy you DID NOT KNOW how much I struggled with making the map decently-sized! In hindsight I should've gone for a 16x16 art style, something like Celeste perhaps, to cut down dev time and map size as well as tighten the platforming a bit. The grappling hook mechanic is definitely quite fun when paired with a wide map to explore, though!

Thank you for playing! Glad you enjoyed!!!

Submitted(+1)

Game looks absolutely stunning, really enjoyed rockman astronaut jumping! That being said I found level design to be quite confusing and I feel like i did sequence break more than I should, after realising that canceling wall grab into jump gives me a lot of momentum and height, not sure if that's intended. Didn't encounter any in game bugs which is a huge plus!
Very nice entry, also I'm kinda curious, with how pretty the background art on itch page is, why did you go with pixel art, a fully drawn game with your skill would be soooo good i feel. Anyway, great game, keep it up! :D

Developer(+1)

Ayyy thanks for playing!

Yes, cancelling wall-grab into jump is intended and even required if you're doing low item% runs! You can also scale walls infinitely by doing so. The game is meant to allow you to win with 0% items (read: only your hook) if you choose to, even, there's a lot of strats & techniques for different parts of the game. 

My pixel art arc was actually fairly recent, I had been doing high-res art assets for a long time but felt like I would often obsess with details too much, so I tried pixel art to test myself a bit by simplifying things, taking a "less is more" approach, ya know?

Glad you had fun!