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Phaser [MVM22]'s itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Execution | #13 | 3.300 | 3.500 |
Enjoyment | #14 | 3.418 | 3.625 |
Overall | #15 | 3.270 | 3.469 |
Sensory | #22 | 3.182 | 3.375 |
Metroidvania | #25 | 3.182 | 3.375 |
Ranked from 8 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Engine
Unreal Engine 5, C++
Team/Developer
Remisse, Totsnuk, MijimoGO
External assets
Marble statue model: This work is based on "Low-Poly Statue" (https://sketchfab.com/3d-models/low-poly-statue-5e7b33ada6534c95a9bc3144e86daa5c) by Nikita Borovkov (https://sketchfab.com/NickBorovik) licensed under CC-BY-4.0 (http://creativecommons.org/licenses/by/4.0/) - Ranged enemies' rifle: from a model pack by CptDrunkBear (https://opengameart.org/content/n64-style-fantasy-guns-weapons-and-items) - Textures 3dtextures.me texturecan.com opengameart.org/content/dark-military-fantasy-textures
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Comments
for some reason the game runs veeeeeeeeeeeery slow, but from the vidoes you posted the games looks really good!!
I messed up and left a couple of performance-intensive settings enabled. Thanks for trying to play though!
Oh bummer, not sure I can rate right if can't play it right. The graphic install is needed and without its very lagging. Had same problem with Eternal Flames. would like to try it on a better computer if I get the chance.
Thanks for giving it a chance! Out of curiosity, have you tried following the instructions I outlined on the game’s page and in the comments here?
If this game is running in slow-motion on your PC, try setting a lower resolution scale: go to C:/Users/<your_username>/AppData/Local/MyProject2/Saved/Config/Windows and look for a file named GameUserSettings.ini, then set sg.ResolutionQuality to a value between 1 and 100. I recommend starting with 50, but don’t go lower than 30 or you’ll get one big pixelated mess. If on Linux, you’ll find the file in ~/.config/Epic/MyProject2/Saved/Config/Linux
Ah... I really wish I could play more of that, but sadly Unreal 5 is just too much for me, the game was running on extreeeeeme slow motion on my end. I made up to the room with the sniper dudes, but then I died and went back to the first save, so I kinda stopped there since it would take way too long to get back to where I was. (This is not really your fault at all tho, I just happen to not have a good machine, but I guess making sure your game is properly optmized would be agood piece of advice to give lol)
That's a shame tho, if it wasn't for the technical difficulties this would probably have been a contender for my personal favorite, specially since it's visible the Pseudoregalia influence as other people pointed out, wich was probably one of my favorite mvm entries of all time x3
(Altought I had problems with Pseudoregalia at it's turn too. It was well optmized enought to run mostly smoothly but I kept having constant crashes. I guess my laptop just have a beef with Unreal lol)
I guess that's it, I can't really make a proper review since I wasn't able to play the game for real, but even then I'm still cheering for this one to be on the top list, purely out of bias, but also because I can still see this is a really good entry either way
Awwww I knew this would happen eventually. I think I forgot to disable Virtual Shadow Maps in the project settings, which can impact performance quite heavily.
If you wanna try squeezing some extra performance, there’s a way to set a lower resolution scale (you won’t lose too much graphical fidelity considering this game is meant to run at a low resolution). Go to C:/Users/YourName/AppData/Local/MyProject2/Saved/Config/Windows and look for a file named GameUserSettings.ini, then set sg.ResolutionQuality to a value between 1 and 100. I recommend starting with 50, but don’t go lower than 30 or you’ll get one big pixelated mess.
If you’re not up for it, that’s fine too. I guess choosing UE5 for such a retro-looking game wasn’t such a bright idea lol. Thank you so much for playing though!
(EDIT: Apparently, setting a fixed frame rate in the project settings makes the game run in slow-mo if you PC can’t keep up. Well, at least now I know lol)
Ohh, thanks for the tip, I'll try that out later tonight :o
This reminds me a lot of pseudoregalia, from the psx style graphics, to the busty protagonist, down to the three wall jumps in a row, I love it. I'm super excited to see more, this demo was super fun. I'm super excited to see more.
Thank you so much! I’ll definitely resume development at some point!
PS: I tried every trick up my sleeve to run your game on Linux, but I couldn’t do it. I’ll try again later.
I don't expect you to be able to run it short of making a VM, tbh, but that's totally on me for using that engine lol
Stellar. Crispy movement, well stylized (though unsettling) visuals, and an all around clean experience. Wall jumping is a bit finicky but it might be a skill issue. I like that you have mantling, it makes slipping off platforms a lot more forgiving with is convenient.
So glad you liked it! Not a skill issue at all, my wall jumping implementation just needs more work. Also appreciate you mentioning the mantling, it’s great to know that it’s actually helpful!
the platforming was great, i personally would have liked a little more chaining moves, like when you dash->jump you get a long jump but then you can't dash again, but that is kind of a nitpick on my part, cuz the movement felt good and the levels had the right amount of challenge without being overwelming. The combat felt really "clunky" and slow, but it wasn't the main focus of the game and i could just skip most of it so it didn't bother me that much. Visually it was great, i liked the aesthetic of the whole game.
btw, was this inspired by Pseudoregalia? I plan to play that game in the future but the platforming in this one felt a lot like what i have been told it is on Pseudoregalia.
Glad you enjoyed my entry despite its flaws!
Yes, Pseudoregalia has been my main inspiration for this, so you should definitely try it out, I’m sure you’ll love it.
Regarding the ability to chain more moves, there’s a secret powerup in one of the rooms near the beginning that will let you do exactly that, so you’ll be able to dash -> jump -> dash!
the movement in this is spot on, it feels so tight and i never had an issue hitting a jump or knowing beforehand whether i could hit a jump. the dash and dash jump also feel great to use. the wall jump is finicky and makes any section it's required in incredibly hard to plan navigation through. it's obviously based on pseudoregalia's which had the exact same problem with it's wall kick power up. i do think mixing it into the dash was a great idea though, iirc the wall kick in pseudoregalia was separate from the dash. the enemies are incredibly frustrating and combat in general felt sort of like an afterthought. the punches are very short ranged and they can't be canceled into a dodge so combat felt like 'i hit you and you hit me'. the gun enemies had a great telegraph on their attack though with the loud gun cocking noise which made for a nice bit of increased tension in some of the platforming sections. one thing of note is that there needs to be some rest rooms, every single room is filled to the brim with tight platforming which is very fun but exhausting to navigate when you die. a few rooms that have very little in them as far as platforming goes would really create a nice contrast when you step into a room with a lot of platforming. all told, i really loved this one. it feels on par with pseudoregalia but definitely distinct and if the combat can be worked out that would separate it even more. i really hope you continue work on it, you've got a great start here.
I’m so glad you liked the movement! It was probably the one thing I worked on the most, which unfortunately came at the expense of combat. But man, reading you say that my game feels on par with Pseudoregalia makes me so, so happy (and yes, as you noticed, I took a great deal of inspiration from its movement mechanics).
Gotta focus on my university exams now (I’m so behind schedule omg), but next year I’m definitely resuming development, with combat as the #1 priority.
Took a quick look at your game and it instantly gave me some amazing Metroid Prime vibes. Expect a review soon!
big good luck on your exams!
I LOVE the movement.
Please let the player disable the explanation texts via button, not only via mouse. It disturbs the flow of the game.
I really like the PlayStation era look and feel. You pretty much nailed that.
I hope you keep working on it.
Thanks for the feedback! Unfortunately I wasted a lot of time fixing quite a few game-breaking bugs during the last few days and ended up neglecting the UX.
I will definitely resume development in a few months.
Can’t wait to try out your game once I have some free time!