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CaveVania (MetroidVania Month)'s itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Metroidvania | #19 | 3.400 | 3.400 |
Enjoyment | #38 | 2.900 | 2.900 |
Overall | #42 | 2.800 | 2.800 |
Execution | #45 | 2.600 | 2.600 |
Sensory | #54 | 2.300 | 2.300 |
Ranked from 10 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Engine
Unity
Team/Developer
dragoonreign
External assets
kenney.nl, music from youtube studio, other 2d sprites and SFX from respective sites (please see the game page description for credits)
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Comments
Great entry! I was able to complete it in one go. I like the art style, music & sfx. The leveling system adds a unique touch I haven't seen with others. I did have some issues like others mentioned though, character does feel heavy at times. Nice job!
The art style is pretty consistent and nice. Well done.
The music and art style harmonized beautifully with the game's theme. I did notice some quirks with the combat, particularly the attack and damage timings. Nonetheless, I thoroughly enjoyed my time playing your game. Well done!
I managed to complete it! here's the recording, at timestamp 17:33
The system of improvement by obtaining levels is an unusual and interesting idea. But the character seemed very heavy and it was not very convenient to control him.
Great framework! The enemy variety need some work but the leveling system was a nice addition and the flow of the game started to get really good. Too bad it ended pretty early because I was having a good time.
Fun! The leveling system is a great addition that really got me hooked, haha. Played probably longer than I should have telling myself that getting that next level would be what I would need to fly through the rest of the game.
Something about the attack feels a little off, but I can't quite put my finger on why. I think the white box that appears is the attack's hitbox...? One thing I didn't love was that if you attacked and then moved soon after, the attack hitbox moved with you. I'd have loved to be able to maintain the attack direction for the duration of the attack, if that makes sense. Or, maybe I'm trying to make excuses for how terrible I am at games.
Anyway, this is a really nice entry. Good work!
Nice game, cool idea of having and levelling up system.
Those homing thwomps were kicking my - until I learned the buffered hitbox sword technique.
I like where this is going. A couple things I noticed though. Looks like an attack sprite is missing? When I attack, I am getting an opaque white box in front of the player. Also, I got stuck not too far in (where the level drops down, then s-curves up and to the right) as the jump height is low and couldn't reach the middle. One thing I do like is that it has a level-up mechanic where you pick your upgrade. Keep it going. Good work so far.
Pretty fun experience so far. Ran into a bug where I died and I couldn't attack after respawning. Can't wait to the final version!