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A jam submission

The Last RevenantView game page

A metroidvania about clinging and countering your way out of a barren lunar outpost!
Submitted by kekis, Francca (@Prime159), RedDeadDumbass — 4 hours, 35 minutes before the deadline
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The Last Revenant's itch.io page

Results

CriteriaRankScore*Raw Score
Metroidvania#193.4293.429
Execution#233.0003.000
Overall#253.1433.143
Sensory#263.1433.143
Enjoyment#283.0003.000

Ranked from 14 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Engine
Godot

Team/Developer
kekis, Francca, RedDeadDumb

External assets
Some sound effects

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Comments

Submitted (2 edits) (+2)

Enjoyment 4/5: Game was good but marred by some bugs. I played the unfixed version. After one too many of the freezes during the chase, I then tried to switch to the fixed, and that was when I learned there were no hard saves for this game. (I tried both EXEs, but as this is serving as my rationale for not finishing the game fully before rating, it seemed fair to mention and not to factor into this further.) 

The game plays well enough, though there are some decisions I might have made differently. Grappling through trapdoors feels great when it feels great and feels kinda awful when it doesn't. Grappling the regular hookable objects feels decent, grappling the greens feels great when you get it and passable otherwise.

Execution 3/5: Honestly it's mainly just all the bugs in the proper jam version doing this. I'm not sure grappling works consistently.

I don't know if being unable to hit things with the grapple sword after you've made contact is a bug or not.

Several areas should be looked over for an overabundance of frustrating or tricky obstacle placements.

Kudos on the first boss, and what I saw of the second.

Please do not make a crosshair an upgrade on anything the player aims. If anything, it should come with the aim-able upgrade, and removing that should be a "downgrade" item if you're doing an accessory system later. That said I thought the grappling was mostly intuitive enough I could've done without entirely in this game, at least, given I had a regular mouse cursor to look at.

Sensory 4/5: Game looks well enough, and the music is fairly fitting. Assuming based on the external assets only mentioning SFX that it's original music, kudos!

Metroidvania 5/5: This game had a lot of creative ideas about things that could subtly squeeze just a little more out of one movement mechanic. Honestly I thought it was pretty creative for jam-scope and I really thought it was embracing the spirit of the genre.

I gather you've already fixed a number of these things. I gave it a brief play (to the start of boss one) and noticed a couple things got introduced that weren't in the first game, though I trust a number of other issues were fixed.

In any case, though I'd initially hoped to finish the game on the fixed version, I don't know that it would be necessary to re-rate any factors based on a post-jam version that's as different as the dev-log implies. but I'm glad you took the time to make one anyway because I think this game needed a little more love and it's good to know it was gotten.

Overall a solid effort but a couple of particular design decisions and bugs brought down the overall experience for me. Please keep developing things, though. And as always, this is just my player XP as feedback. What you do with it, what solutions if any you think are exactly appropriate, are up to you.

Submitted (1 edit) (+1)

Hello!

It was nice overall. Grapple mechanics are nice and boss mechanics are well thought. The focus on platforming is a nice touch. At the same time, platforming mechanics need to be polished to fully enjoy the experience. In terms of level design, At times I felt like I was being funnelled with maybe too many one-way rooms, was it maybe just my impression?

Congratulations!

Cheers.

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

Developer (1 edit)

Hi, thank you for the constructive feedback! With "funnelling" level design I assume you're referring to the metroidvania progression? The only few dead ends the entire world map has should lead to rooms with items. Otherwise I've tried to use the design philosophy of games like Metroid Prime 2 for progression, meaning you almost never have to backtrack outside of the immediate area to progress through to the next upgrade, so there should be as little confusion as possible.

But maybe the optional item expansion rooms could be more obviously optional? That's certainly possible, and I thank you for bringing this to my attention so I could take another look at some of the level design and reconsider if the invisible holding hand is gripping tight enough ;)

Also, I will definitely check your game out soon! :)

Submitted(+1)

Hello Francca,

You raise great questions in your post and I will answer with pleasure more in details asap. I also loved your message about our game. I wish to add you in Discord to further discuss these topics. I just sent you an invitation, would you accept it?

Cheers

Submitted(+2)

Hope this helps!

Developer

Thank you very much for the feedback and video! I see now from this and a bunch of other comments that the beginning of the game is very unclear. Just to clarify, you did not miss anything and were not supposed to have the hookshot yet, and the large missiles were a part of defeating the first boss, as you had to guide them to the top of the arena. You even did damage to it once on your first playthrough but I see that we did not add enough feedback for that to be apparent.

I can also see that the base player movement is lacking, I thought that it wouldn't be that big of an issue once the players unlock the hookshot but because of that, I guess a good chunk of them never got that far to begin with. But that is how it goes with these things sometimes haha.

If you would like to take a second look at it at some point, I would recommend downloading the fixed version, as it is the same as the original submission version but it fixes a couple of major issues related to performance. I kept the original version up as I felt it was against the game jam spirit to remove it completely.

Regardless, thank you for taking the time to play and record your playthrough of this game, and a bunch of other games here! It has been helpful and I am sure it has been helpful for other developers as well!

Submitted(+2)

The gameplay focus on the platforming which is really nice, I like how only the last boss needs to use weapon to defeat. The upgrade are nice too, you can really feel the movement getting improve as the game goes on.

Tho default movement in the beginning feel a bit hard to turn around which makes the first boss a bit too difficulty in a bad way. And sometime when you restart, the boss wont shoot the missle that going to hit itself, makes it unkillable. Also, probably a optimization problem, in the second and third boss, the screen freezed for a while before respawning

One more thing, the grappling hook still staying in the death position after respawning, I guess you only teleport the player to the respawn point and not the grappling hook?

Anyways, cool game!

Developer

Thank you for the feedback, I am glad that you liked the direction that we went with for this game! I agree that the ground movement is a bit janky, that is a definitely a thing that I am looking to improve sometime. The issue with the first boss was also a really simple thing that I already fixed, but it was after the uploads were locked so I couldn't update the page, but that is how it is sometimes with these things haha.

Regardless, I am glad you enjoyed the game!

Submitted(+2)

A pretty solid game for this jam, I love the atmosphere, great music, and art. The boss seemed interesting and original to me and the feel of exploration is there. The grappling hook is quite fun, but I think the mechanic could be polished a bit (sometimes it can be a bit hard to get out of certain places.). I haven't been able to finish it, maybe I'll increase the rating later. Overall, I find the game quite enjoyable and challenging. Well done!

Developer

Thank you for the feedback, I am glad you enjoyed it!

Submitted(+1)

A decent entry with cool character design. I especially like the MC and boss design. Some more hints wouldn't be a bad idea, especially for less experienced gamers, but it was an interesting game. 

(+2)

This game was pretty great, I beat the rocket thing with its own rockets. clever boss fight!

I stopped pretty soon after that, maybe Ill come back and try to beat the game 4.5/5 good job!

Developer

Thank you very much, we're glad you enjoyed it! Hope you have fun whenever you have the chance to resume :)

Submitted (1 edit) (+2)

The game could really need gamepad support. 

Also, I don't know whether this is intended and I just didn't get what I had to do. But I am pretty sure I encountered the boss from the last screen and didn't have a weapon to fight him.

You mention left click and right click for hook and action, but nothing happens when I press those. So, I just assume I would have had to pick up some kind of weapon or anything before finding that boss.

It looks promising and the visuals are consistent in style.

Developer(+1)

Hi! The first boss is supposed to be defeated unarmed, and you receive the Hookshot as a reward for doing so. If you're still interested in checking the game out later, I recommend checking out where those platforms on the first boss' both sides lead, they hint at the way you're supposed to defeat it. 

But whatever is the case, it's possible that the boss is still too vague an encounter, especially so early on. We could try and mitigate it by marking the first core upgrade (the Hookshot) on the player's map, so that the player can clearly see it's just a few rooms away right after the boss room. Thank you very much for bringing this issue to our attention!

Submitted

I did see the signs, but I didn't know what they meant.

But maybe that's just me being slow :D

Submitted(+2)

Really cool mechanic! Swinging around with the grappling hook is awesome, and using it as an attack is also pretty cool. And the Metroid vibes are really nice too.
The only problems i've found is that sometimes the hook sticks to the wall behind me if I am too close to it, which gave me a problem when escaping from the "moving wall" boss, which ended up killing me, and when the game reloaded to the checkpoint it froze, so I had to restart the game but it seems that my progress was not saved, this might have ben a bug which is a shame because I could not finish the game because of it.
Also the writing in the notes is really interesting, seeing the different unique stories from people in the base made me intrigued, but I also felt that some of them where too long to be read at once, this made reading them too slow and affecting the pacing a little bit, which was a little unmotivating (is this a word?lol), so perhaps an ideia is dividing the paragraphs into two or three different notes to make reading them not only quicker, but also create a "puzzle" type of story, where you discover little by little the pieces of the narrative, just an idea.

Also, the map system was very well done and super useful.

With everything said, this is really awesome, if a save system was implemented and with a little bit more polish this would be perfect, so congrats!

Developer(+1)

Thank you so much for all the feedback, we'll definitely keep these notes in mind while finishing the game after the jam, as we ran out of time a bit, as you can see :D

About the logbooks and lore though - which I was in charge of planning and writing - I'd like to note that I had actually written them with the assumption that they would be collectible items you could hover over on your inventory to read them at your leisure at any other point in the game, which I feel like would've made their length less of an issue, but again, there were some time constraints which forced me to only display them in the game world itself. Dividing a single note into multiple parts (across one area, for example) isn't a bad idea at all, though, and I'll definitely consider changing it to work like that! I already basically did that especially by telling Gizzal's and Enkara's very connected story in three different logs, so it wouldn't really change much.

Again, thank you for the feedback and ideas, hope you had fun!

Submitted(+1)

really great old school game. reminds me of games I played in my old android phone. that all the way up with lots of missiles....F that. lost all my progress and had to do it twice. using grappling was fun but I wish it was more directional like you could have added more of those circles in tunnel like places, so player don't have to constantly grapple on walls. which didn't have any jump boost. good job.

Developer

Thank you for the feedback! I agree that some of the level design could be better but I am glad you still enjoyed it!

Submitted(+1)

I trully enjoyed this game, didn't finished it but what i've been playing was absolutely fun, graphics, music and aestethics are not he best, but the excetution and level design is really good, the map in the corner give this project extra points, please consider keep going with this game

Developer

Thank you, I am glad you enjoyed it!

Submitted

I trully enjoyed this game, didn't finished it but what i've been playing was absolutely fun, graphics, music and aestethics are not he best, but the excetution and level design is really good, the map in the corner give this project extra points, please consider keep going with this game