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A jam submission

Gem ChasmView game page

Delve into the chasm and collect as many gems as you can!
Submitted by Melmon (@MelmonVEVO) — 10 hours, 38 minutes before the deadline
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Gem Chasm's itch.io page

Results

CriteriaRankScore*Raw Score
Execution#14.0004.000
Overall#23.9443.944
Sensory#33.8893.889
Metroidvania#44.0004.000
Enjoyment#43.8893.889

Ranked from 9 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Engine
Godot 4

Team/Developer
Melmon

External assets
External assets listed on game page.

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Comments

Submitted(+1)

Hello,

Wow, what a great game! You just nailed it in every aspect. Progression, enemies, level design, upgrades, music. One of the best games out of the 50 entries I have played so far, congratulations!

As a minor detail, I ended up fearing every corner and ceiling because those spiders fall from above at random points as I understood. I would have loved some clearer visual information to understand where they come from so that I can anticipate their randomness. Something like the flowers in Super Mario: they always come from green pipelines, but not from all of them, and this lets me anticipate potential danger.

Again, well done!

PS: try to find the sequence break in our game :D

Developer

Thank you for playing!

The spiders fall at specific points; their legs can be spotted on the ceiling where they fall, though it looks like I made them a bit too hidden!

Glad you enjoyed the game!

Submitted(+1)

Here ya go!

Developer

Thank you for the video review!

(+1)

THIS IS FAB! 5/5 2nd one of the day, 5th one of the jam for me. It kicks ass, its fast, its like a bat,spider, arcade banasta. And without game-pad I am impressed that I loved it! 

Will come and play this again!

Spent like 2 mins, loved it. I just already know I loved it, so ill adventure it further later!

Developer

Thanks for playing! Glad you liked it.

Submitted(+1)

this is a whole ass game lol. you did a great job with it. i think there should probably be a bit of anticipation on the attacks for the enemies, right now they come out instantaneously which makes them seem very fast and unforgiving. besides that though, i love the music and the amount of polish that went into everything. the little rabbits with their dialogue in the hub is great. it has a lot of those empty walls that give the place a real feeling of secrets being around every corner yuh know, but a lot of them are clearly telegraphed with showing an item that looks entirely unreachable. i love the spiral where you get the double jump, showing the player the item they are gonna get before they can get to it really increases the tension before the payoff. i think using 1 bit was a great idea as it allows for a lot of content to be made in a short time and i think metroidvanias really need a lot of content, but i do think that also means when content feels lacking it's a lot more obvious. for instance, normally i would think it was perfectly alright to have 1 tileset for a jam this short, but given the 1 bit nature i think it's alright to expect at least one more tileset. hopefully i'm being clear there, i don't think this game is lacking on content or anything, especially not for a jam, just that that one thing stuck out to me. i like that the player had the option to grind out a win against a tough enemy too. it didn't feel required, more like how in dark souls how you can grind out a few levels if you need to. overall, one of my favorites of the jam so far, great work on this!

Developer(+1)

Thank you for playing! Yeah it seems like the regular enemy design and the fact the attacks aren’t telegraphed is a thing that other comments pointed out, so I’ll have to focus some more time on the enemies in future entries.

I was also planning on adding more environment decoration to the areas of the game and planning to make the second half of the game look different to the first half, but I ran out of time lol.

Glad you enjoyed it though!

Submitted(+1)

Nice 1bit aesthetics! You delivered quite a bit of content there. 

I am not the biggest fan of how grindy upgrading is. But I do like that you can upgrade in which order you want. That's pretty cool

Developer(+1)

Thank you for the feedback!

Submitted(+1)

Very good game!

I like the aesthetic use of a simple color and the audio when entering different rooms.

The level design is very nice and I like the idea of putting a sign for read in the rooms.

The variety of enemy types and attacks keeps combat fresh and exciting.

For the upgrade system, I'm fine with a bit of grinding but it may make the player farm enemies in the same room rather than explore a new area.

Developer

Thank you for playing!

Submitted(+1)

Really good entry!

I really liked the aesthetics and audio, there was a nice variety of monsters which kept the combat fresh and exciting.

I also liked the camera being centered somewhere between the player and the cursor, it gave the game a different "feel".

The rabbit cave was really nice - after a lot of intense platforming and fighting, chatting to rabbits was a much needed respite!

Excellent job!

Developer

Glad you liked it!

Submitted(+1)

Very nice entry, I enjoyed It a lot!

I'm a sucker for the 1-BIT graphics, accentuated with bright colors, so the visuals we're right up my alley.

The music is very nice and fitting. I can't recall the quality or amount of sound effects, so it's either good or fits with the game, but definitely not out of place.

Gameplay wise, it's nice, but personally, it's a bit fast paced, even "twitchy" for me. From the character movement, to the enemy attacks, everything is almost instantaneous. It's not that big of a problem with player controlled actions, cause' that's something you can get used to, but having no windup or tell on enemies is not great. Though there is a good variety in enemies, they feel more like a dynamic level hazard, then miniature challenges to overcome. The spider ambushes got old pretty quick, and there we're a lot of times where I just stood on the edge of a platform and mindlessly clicked on slimes, which really made me want to have some kind of autofire option or upgrade, to be honest.

I don't know how to feel about the upgrade system. I like it, personally, but grinding for upgrades feels a bit in opposition to the exploratory nature / design philosophy of the genre.

The map was interesting, filled with secrets and shortcuts, so it was fun to explore. Having the Rabbit Outpost act as a central hub and "quick travel" location was a smart decision.

I loved that the HP bar becomes transparent when the cursor hovers over, so you can see behind it. These little touches get a game from good to great IMHO.

Overall, great experience, spent way more time playing it then I thought I would!

Developer(+1)

Thank you for playing! I’m glad you enjoyed it. I appreciate the feedback on the enemies, it really helps with letting me know how they play.