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A jam submission

Totems of the YonderView game page

Procedurally generated mini-Metroidvania.
Submitted by kkairos (@Kaikairos)
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Totems of the Yonder's itch.io page

Results

CriteriaRankScore*Raw Score
Execution#93.7503.750
Overall#113.6253.625
Sensory#123.5633.563
Metroidvania#133.6253.625
Relevance to the theme picked#143.8753.875
Enjoyment#143.3133.313

Ranked from 16 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Theme Chosen
Out of Time

Engine
Godot

Team/Developer
KKairos, 909crime

External assets
Texture Fonts Plugin: https://github.com/ElectronicBlueberry/Texture-Fonts

Prizes eligibility
PlusMusic: Best Overall Soundtrack

Reference info
kaikairos (General), yudosai (Soundtrack Prize)

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Comments

Submitted(+1)

Very impressive implementation. The variety of rooms and the fact that they fit together so neatly is really cool, the nightmare that must have been QAing for softlocks hurts my head (and while I personally never ran into a softlock, I do appreciate that the main menu has an option to reset). I think it's a cool blend of theme and mechanics, the time limit wouldn't make a lot of sense on a static map that I can just memorize and rush through, but paired with the procedural map it makes for a really cool concept, so good job there. Using deaths to reduce your timer was a nice touch as well.

Some areas where I struggled:

- The jump is easy to control which is nice, but not having variable jump height (that I could tell) can be finicky when trying to dodge some of the more complex spinning blade arrangements or navigate through some tight passages with vertically moving enemies.

- Similarly for the diamonds, they're fun to use, but they could also propel you into saw blades pretty easily (looking at both of these comments, it might also be that there are just some saw blade configurations that don't feel particularly good). There was one time that I diamond jumped into a new room and the momentum carried me straight into a saw blade on the next screen.

- Small nit pick, but I kinda wish there were health drops or something. I guess the HP Upgrades kind of counted in this regard, but things got kind of nerve-wracking the deeper into a dungeon you got without any real means of refilling health. And if you'd already collected HP upgrades in that part of the dungeon and are rerunning through it, there's no real way to heal up. I think it's an interesting challenge to balance, because on the one hand that added pressure paired with the time limit (which was very forgiving) forces you to "get good", but it could still be overly stressful (a quick thought, maybe each time you respawn there are "shadow copies" of HP upgrades you've already collected. they just refill one health on touch. this way there's still that tension of limited health refills, but if you remember where some of the HP Upgrades were on a given map, you can make short and potentially risky detours to try to heal yourself a bit).

... that ended up being a lot of text, sorry. But yeah, I played through the game three times and collected the totem twice (although the third time I kept getting lost and so died on purpose to see what would happen). The game felt good to play, was mostly intuitive with good text prompts and explanations, the sound effect on destroying blocks was particularly satisfying. And again, the implementation is top-notch, I still can't believe you built a procedural map generator that can generate looping Metroidvania maps. Great job!

HostSubmitted(+1)

kkairos' game! Was looking forward to playing it and was not disappointed. Art and audio were good, and the concept of a randomly-generated metroidvania is super interesting and innovative. Obviously, as in randomly-generated, it can be quirky. If you plan to expand further this prototype, I'm sure it can become amazing!

Submitted(+1)

Wow, this was incredibly impressive! The simple pixel art looks great, and the level design flows quite well, especially considering that it is procedurally generated! I did run into a number of game-locking bugs such as exiting a room into a room without an entrance for the character to show up in, and accidentally jumping out of the world into a bottomless pit. But I am sure these issues can be polished out with time. While I generally liked the progression gating based on attacking types of blocks, it did make for a bit of a linear experience. I would love to see more types of ability upgrades and a more branching path structure in the future. But overall, this is an excellent proof of concept. Great work!

Submitted(+2)

Okie, this one was just awesome honestly, I loved it way too much. That artstyle is just too adorable and the music is also very cool!!
Gameplay is also on point, movement feels really great, altought kinda sad it doesn't really evolve out of the very very basic. The proc gen actually works extremelly well, I'm quite surprised to be honest, amazing work on that, altought I assume this system costed actual cool habilities, since everything is pretty much just "a key to a door",  wich is a bummer, but hey, still impressive nonetheless.

That said, the game itself is still too simple for me to really have a lot to comment about, so I guess that's pretty much it.

Now to a few nitpickys tho: Both the player character and the sawblades keeps on moving during screen transitions (As in, while the screen is still pitch black) so sometimes I took some very cheap damage from either a sawblade I didn't had the time to react or to a spike that my character threw himself into before I could see what was on the room I just entered.
Also, when you die at Retriever mode, you need to manually set it to that mode again, otherwise if you just retry from the get go it puts you back into Finder, wich wasn't the end of the world, but was mildly incovenient.

And I guess that's it really. I recorded me playing if that ever sparks your interest as well, so if you do then hit me up for it.

Submitted(+2)

Really impressive work on procedural generation, it's so hard to make something viable in short time.

The game is fun to play and level feel coherent (got some minor issue like sometimes take damage just after entering an area)

Curious to see more  of this game if your going for super. Congrats !

Submitted(+1)

Awesome entry! This is a great game loop and foundation for some really interesting emergent gameplay behaviors. 

-I really enjoyed the procgen layouts and how you presented each "room" of just one full screen, non-moving camera and snapped it into place for the next room. 

-movement felt great

-sfx a tad loud but that's the teeniest of nitpicks


Great job! Very fun game and great concept

Submitted(+2)

A little late getting to this one. I'm a fan of procgen and I've seen an MVM entry attempt it in a previous jam, but they're much harder to critique.  Since you're going to submit this to the SMVM, I'll just list what I think can be improved.

  • Power-up descriptions and keybinds should be quickly understood. In my game, I really wanted to communicate this in regards to the player's goal and prevent walls of text in my controls menu. For the goals, I quickly explain what the goal is and show what the player is looking for. I feel like this would work well in your game.
  • I know this is planned,  but there should definitely be a map system . Not just for the player, but for you as well. I think this would be a cool way to quickly assess your generation rules and tweak things. You may already built a tool for this, but I just thought it would be something to add.
  • Nevermind3476 is right about dedicated rooms. For me it wasn't the anticlimactic feeling, the placement felt odd.
  • Sound was solid. Although, if you intend to more add sound and music, I would lower the volume of the jump. 

Overall a cool entry and I'm definitely going to keep an eye out on how it improves. I really liked Missing Cats (I still think the player looks like Bobby Hill), so I have a feeling you can really improve this in the remaining time of SMVM.

Developer

Thanks for your feedback! I'm taking it down for the next time I have energy to work on this enough to implement feedback.

We do have a map system that I'm able to step through (on the overarching map, I never built this for the individual rooms which I probably ought to have done.) I'm also thinking I want to do what Darius Kazemi suggests in this talk and build an option that lets players watch the map generator in action. That might be more of a stretch goal, but the basic variables are there and barring further obstacles, it'll probably happen in either an SMVM release or shortly after.

Submitted(+2)

Procgen metroidvania is always a weird concept and this is no exception, though its a fairly decent execution of the idea especially for a jam game. That said there's a lot of times where I encountered unavoidable damage and the generation of the blue boost thingies felt pretty wonky. I would've liked to see some actual movement upgrades as well rather than just "you can now break a new block type", right now it doesn't actually feel all that metroidvania-y because of this. The dialogue also mentions a map at the start but as far as I can tell there's no map screen... I'd also suggest adding a dedicated room for the totem as it was really anticlimactic to find it sitting in a random hallway. Still, I had fun with this, though I only did a couple runs as there's not much incentive to do any more.

Developer(+1)

Yeah we're working (mentally, I'm still a bit exhausted from the jam to work on this game right now) on unfair damage situations for the future. There was to be a mobility upgrade, but it would have pertained to an area type that was cut from the final game.

Special totem rooms (and powerup rooms in general) are a wonderful idea! The structure's in place to do those, but obviously actually doing them, assuming they do end up lining up with the plan, will be waiting for SMVM.

As will a map. I'm pretty sure once I'm not feeling the time-pressure of the monthlong jam, that'll end up being pretty easy.

Thanks for your feedback--it will be studiously noted and over-analyzed.

Submitted(+2)

really really impressive to put together such a complete procedurally generated entry... Did find a couple of areas where I managed to get out of oubounds, and the seeds varied in difficulty quite a bit... 

But the package is lovely graphics and sound are perfect for the game, the areas felt distinct (but cohesive)  and it was loads of fun!


Really nice job!

Developer(+1)

Thanks for your feedback! We're thinking about ways to smooth out the difficulty and I'll be thinking about ways to either lean into or smooth over the out-of-bounds-ability.

Submitted(+2)

Oooh, a procgen metroidvania! Quite enjoyable to play and decent execution with little map generation weirdness too. I had fun going through a few seeds on 1-life 11-minute mode haha

Good work on the game, very neat and accomplishes its purpose.

Developer

Thanks for your thoughts! Kudos on finishing the game in its most speed-runny and permadeath-y mode! If anything comes to mind that could use improvement, you know where to find me.

Submitted(+2)

Great game! Mechanics are fun and its satisfying to learn the level layout - my only feedback is that it's a little frustrating to get hit almost immediately upon entering a room. I know its a side effect of the procedural generation (which is really cool, by the way), but a lot of the damage I took felt like there was nothing I could do about it.

Developer(+1)

Thanks for your thoughts! I am studiously taking notes on everyone's feedback since we want to get a better version of this for SMVM...

I think collisions are going to get a pretty decent overhaul in the Super Edition, for a few reasons, but some of those generated jumping puzzles and traps simply aren't fair in the way I'd like either.

Submitted(+2)

Cool. I think the look and feel of the game. The pixel art is simple but works well. I believe you were going the procedural route, which is unique and I like the idea of replaying a game with different layouts. 

Some thoughts:

- It's a little odd having some of the SFX hard panned left (menu selecting, dialogue, jumping, etc.). Especially true for the character being in the middle of the screen, and I'm hearing the jump to the left!

- I'm having trouble figuring out where to go, since it's not always clear where I can enter / what has collision has doesn't. 

Good job!

Developer(+1)

Thanks for your thoughts! I am studiously taking notes on everyone's feedback since we want to get a better version of this for SMVM...

The SFX thing has been pointed out and I don't notice it. We'll be taking some steps to figure that out.

If there's anything that jumped out as unclear in particular re where you can or can't go, I'd be curious to hear more about that. (I can think of a few things, but none of them confuse me since I'm the dev, hence my asking you.)

Developer(+1)

Sorry this wasn't clearer above but as far as I can recall, all user-facing assets are original--but the Godot-usable font was created from an image font I made USING a plugin, hence the credit there.