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Unit 07's itch.io page

Results

CriteriaRankScore*Raw Score
Sensory#213.2453.700
Metroidvania#302.0172.300
Enjoyment#312.1932.500
Execution#312.1052.400
Overall#312.3512.680
Relevance to the theme picked#402.1932.500

Ranked from 10 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Theme Chosen
There can be only one

Engine
Unity

Team/Developer
Team Geminorum

External assets
We used sewer, prision and lab tilesets, and a basement enemies set by craftpix.net. I will link them on the game's page

Reference info
mrredgamedev@gmail.com

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Comments

Submitted

Neat entry! 

- I really enjoyed your character's animations, they were insanely well made

- The environment was very cohesive and had that sick "clean futuretech" vibe that I enjoy

- Controls were a bit too floaty for my tastes, and it was very difficult for me to anticipate enemy attacks - especially the beam weapon. I would die in what felt like an instant and I had 0 time to anticipate when it would be shot or if my counter was active. I also really struggled because I would die and be revived with one (zero?) hp, so the beams from enemies just kept insta-killing me

- SFX for walking are a cool idea, but might be a bit too loud and repetitive

Very cool foundation, there's some neat systems in here that can be expanded upon for sure. Congrats on submitting!!!

Submitted

I like the artstyle and character animations, but as others have mentioned, the slippery/floaty player movement makes the game very difficult to control correctly. Here are some suggestions:

- Horizontal movement has too much inertia, the player should feel more in control of starting/stopping the character.

- Jumping is very floaty, and can unpredictably move the player forward. Adding increased gravity on the downward arc would go a long way towards making it feel nicer.

- It was unclear that wall jumps were available, so it took me a bit to figure out how to go up the vertical section before the boss. Maybe introduce this ability with a tip at the beginning, or make it an unlockable ability towards the end.

- Add more visual/auditory feedback in combat! The player should be able to easily tell when they are taking damage from sound effects and visual flare, and doing damage to enemies should feel satisfying and juicy.

- The parry ability was cool, but the timing for when it worked was pretty unclear, maybe add a time slowdown or flash effect when it happens?

- As others have mentioned, this is more of an action platformer than a metroidvania. Maybe you can work on gradually introducing the various abilities over the course of a few rooms, and add more branching paths.

This was a good start, so I am excited to see how it develops from here. Oh yeah, and the music is exciting and energetic, I definitely see the influence from The Prodigy's Invaders Must Die.

Submitted

Love the aesthetic. I agree with what others said about controls, melee attack and parrying. The gun is also strange, the huge spray makes it hard to hit enemies. Unless you plan to implement huge swarms, this just means most projectiles won't hit. After a time my gun stopped shooting. Is there an ammo count I missed? Also, going back to the checkpoint brings back the level saved overlay, but it only disappears when I go to the next level.

Music was very nice and the girl's sfx (walking, breathing etc) added to the immersion.

Developer

Thanks for playing! Yes, there should be an ammo counter on the lower right section of the health bar. The ammo refills on melee kills, although actually getting one seems to be pretty difficult in the current state of the game.

Submitted

Like others have said the controls were very slippery and the melee attack had too little range to be useful. Parrying also really needs an animation. What animations were there were amazing, as was the music, though the sound effects on the player were maybe a bit... much.

Enemies had hitboxes that didn't seem to line up with their sprites at all, which might've contributed to the melee attack feeling useless since getting in range to use it was a complete gamble. Aside from that the only issue I had that others haven't mentioned is that the load times were a bit long for how short the rooms are and the lack of any visuals for the room transition made it so the game just froze during these loads.

This could be fun with some polish but it just wasn't much fun for me in its current state.

Submitted (1 edit)

That's a nice little one, pretty charming. It's still pretty rought around the edges tho, but I could have fun with it regardless.
I really love the artstyle of everything, and the animations are also really nice (altought their triggers seens a little iffy still, if you understand what I mean), and man, the music is an ABSOLUTE BANGER, holy shit, I love it so much xD

About gameplay I think my main complaints are on how the melee attack seemed kinda useless due it's short range and lack of proper feedback of wheter or not I'm hitting something (and on some specific rooms it just bugged and didn't wanted to trigger oof), And I also think parrying could have a little more indication of wheter it worked or not, I did get very confused about that for a bit at first (It was also very unclear wheter I had to hold C or to tap it at the right timing since parrying itself also has no animation, nor anything that suggests you're gonna do it at all, really). I also kinda forgot the dash existed for most of it, but that's already more on me x)

The game was also pretty buggy for me sadly. Aside from the melee attack not triggering on certain rooms, the boss at the end was also seemingly completely broken, or at least the UI was, so I really had no clue wheter I was dealing damage or not. There was also one specific room where I died and started respawning there with no hp, so it was a little tough to get throught it, specially since it had a blind jump with an enemy on the middle of the drop (wich sincerely, was a very bad enemy placement ngl), and I tought on just reseting, but the music was really pumping me up so I decided to just push throught, and then that became a nice little challenge to overcome at the end x3 (Still a flaw tho lol, but at least I got something memorable out of it so hey)

I recorded my entire run tho, so I guess it's easier to just show how it went lol.

You can also see at the end that I tried to restart the game after dying to the boss, but that was because there were 2 songs playing at the same time and THAT'S a bug that can actually bother me for real, so I tried to fix it, but for some reason the game decided to take really long to open again. (It eventually did and I tried the boss again, but it was still broken unfortunatelly, so I couldn't really finish the game, wich is a bummer, since I really wanted to)

EDIT: Forgot to mention, but some hitboxes are also really big, I feel like some where even bigger than the sprites, you should be careful with that too

Developer

Wow, thanks for the video! Looking back, that drop room was pretty bad with the enemy placement, especially with the game respawning you at 1 health for some reason.  It was really helpful watching you fight the boss, from that perspective there's a lot of stuff that doesn't get communicated. The boss is supposed to follow you until it gets all its attacks out on you, but it just kinda looks like its stuck in the attack phase. There's also no hitbox until after the boss' melee phase is over, but again you'd have no way to know. 

On a more positive note, since I did not write it, I feel it's ok for me to agree the music does indeed go hard.

Submitted(+1)

Biggest drawback for me was the movement not instantly going and stopping. The lack of VFX or at least SFX for attacking and for when an enemy is hit hurts how fun it is to play the game.

Being able to melee, shoot, dash, and parry keeps things interesting.

I kind of got stuck early on after getting low on health and needing to drop down a narrow passage. The enemies get killing me since I was a one hit and I'd respawn at the top. Because the space was so cramped once I jumped down it made it hard to jump to shoot the enemy. Because the enemies or perhaps the player has a large hitbox it was extra hard to manage since they didn't even have to visually touch me to kill me.

The player art is pretty nice. The resolution mismatch is weird, but the animations are pretty fluid. Also, kicking for a melee attack is cool and not too common and I can appreciate the multiple attack animations too.

I think if done a little differently in a couple key areas the game would be very enjoyable to play. Nice entry nonetheless.

Submitted(+1)

So, right, let's talk about what I enjoyed 'bout the game first. It had a strong & consistent art direction going on - I wish the player sprites were better proportioned with the environment since it felt like the player was too big a lot of the time, but everything looks neat, and the music is good!

Now I wanna talk about the gameplay a little bit, here are some things that stuck out to me the most:

  • Choosing to reload last backup (reload checkpoint) spawns you one hit away from dying again. Why :(
  • Choosing to shut down shuts off the game instead of returning you to the file select screen. Why :((( This made getting through the first level and to the next save point a massive hassle!!!
  • Movement is very slippery, I think you should make it more precise by increasing the acceleration/deceleration of the character way more.
  • The melee attack just kinda didn't work at times, I completely relied on the gun to attack enemies.
  • Speaking of the enemies, I feel like all of them were kind of just unfair to you. The gun shoots from faraway, even from offscreen, so you can't see the warning quickly enough to parry, and the moving turrets/guns(?) have large hitboxes. The boss, uh... I somehow had her spawn with zero health and all I did was shoot at her a few times to take her down. Not sure how that happened.

Also, the metroidvania aspect wasn't captured too well, in my opinion. You have all your abilities at the start like Aria said and there aren't any skill gates or doors to open, so it's a very linear path from start to end. I think it's a fine platformer with fine-tuning towards enemies and player control, but it has some ways to go before it can be a true metroidvania.

But honestly, for a jam game I appreciate the effort in making everything look polished and fun. I'm sure it could be much more awesome with more time and love!

Developer

Hi, Thanks for trying it out! I know of most of the problems you mentioned, and I'd like to fix them at some point. I felt like the movement was in a good place, but I guess I have a blind spot as developer, thanks for letting me know about that. Can I ask if you found the aerial movement was OK, or was movement as a whole too slippery?

Submitted

I actually feel like aerial movement went the other way in terms of slipperiness - imo you fell too fast and horizontal movement in the air was too slow to compensate. 

Otherwise it’s great to see you’re trying your best! You got this!

Submitted(+1)

This is pretty fun. I liked the music and the look of the game. A lot of the environment works nicely. The character animation is great, and the variety is awesome. 

Some thoughts:

- The sound effects feel a little off. The walking of the character creating a large 'clanking' sound is too loud. I think the sfx need to by a little more stylized to fit with the look and music. Would also be nice to have more sounds for the enemies, especially to help dodging enemies. 

- I'm not entirely sure how to heal. I saved at a checkpoint with a very low amount of health and got stuck and needed to reload the game. 

- This feels a little bit more like an action 2D platformer than a Metroidvania, since I have all my abilities at the start of the game. Maybe spacing those abilities out could make it feel more like a Metroidvania?

Good job!

Developer

Thanks for checking it out! I think the enemy sounds in particular are pretty important, I'm going to keep in mind adding at least a basic alert sound next time.