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Shuttle's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Metroidvania | #47 | 2.858 | 4.667 |
Overall | #64 | 2.347 | 3.833 |
Sensory | #64 | 2.245 | 3.667 |
Enjoyment | #66 | 2.245 | 3.667 |
Execution | #67 | 2.041 | 3.333 |
Ranked from 3 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Engine
Clickteam fusion
Team/Developer
A-duration
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Comments
Congralutation for having finished your game :) !
Here are my personal opinion on your game :
The cons :
- The keyboard input are not really intuitive, z to jump and then x + up arrow to "double jump" is way to complicated to do when on common metroidvania is just the space key and hit again space in the air
- There was a soft lock on the room when you get the bomb ability, if you use all your bombs you're soft lock, and you can afterwards come back on this room and so you're blocked if you have used
- I feel like the character is falling too fast to the ground when you leave a plateform without jumping but by walking, you do not have really time for movement response in this case
- The introduction was too long you get quickly bored by seeing the same animation for too long and i was wondering at a time if the game wasnt stuck on this same animation
- There is no big micro level design challenge , you putted only 3 enemies on the ground and "voilaa !" . Maybe playing with multiple plateforms and varying the enemy placement with ity would be terrer/ Also the game feels really linear in term of Macro level design
- When entering in the room you get the ability bomb, the music stops and never come back. Maybe it was intendeed to have an effect of "ho this is a special room where you'll get an ability" , and it worked on me haha but still the music didn't came back afterb mooving rooms
The Pros :
- I liked the jump, you feel the jump power at the timle of it and then you quickly come back to the ground, ( i prefer this after the jump it feels more natural )
- Even if it is nhard to achieve the double jump, it is fun whbeen you have it the feeling is good you really feel the uppercut velocity, well done !
- The art is good for a pixel art game base, really it remembers me of the good times i had on old Metroid games and Axiom Verge, i like the background effect you putted, you have fair VFX for what it is needed, really nothing more to say on the Visual well done !
- The enemies are really simple but fair enough for what you need on your game. As sayed previously, they would have benefit of a better level design, but the feeling of beating them is good
- I liked the music and the SFX, it serves well the purpose of your game !
- No crashes etc , really well done !
Anyway please consider that all of this are my personal opinion, i know it is hard to make a game so for the "cons" part pleas don't take them personaly bvut more professionaly on how you can improve yourself, i don't wanna be mean for nothing and even more when i'm discussing about az game of a game developer like you beceaus i know how it is hard to make a game, and really well done for having finished your game, congrats' !
Congralutation for having finished your game :) !
Here are my personal opinion on your game :
The cons :
- The keyboard input are not really intuitive, z to jump and then x + up arrow to "double jump" is way to complicated to do when on common metroidvania is just the space key and hit again space in the air
- There was a soft lock on the room when you get the bomb ability, if you use all your bombs you're soft lock, and you can afterwards come back on this room and so you're blocked if you have used
- I feel like the character is falling too fast to the ground when you leave a plateform without jumping but by walking, you do not have really time for movement response in this case
- The introduction was too long you get quickly bored by seeing the same animation for too long and i was wondering at a time if the game wasnt stuck on this same animation
- There is no big micro level design challenge , you putted only 3 enemies on the ground and "voilaa !" . Maybe playing with multiple plateforms and varying the enemy placement with ity would be terrer/ Also the game feels really linear in term of Macro level design
- When entering in the room you get the ability bomb, the music stops and never come back. Maybe it was intendeed to have an effect of "ho this is a special room where you'll get an ability" , and it worked on me haha but still the music didn't came back afterb mooving rooms
The Pros :
- I liked the jump, you feel the jump power at the timle of it and then you quickly come back to the ground, ( i prefer this after the jump it feels more natural )
- Even if it is nhard to achieve the double jump, it is fun whbeen you have it the feeling is good you really feel the uppercut velocity, well done !
- The art is good for a pixel art game base, really it remembers me of the good times i had on old Metroid games and Axiom Verge, i like the background effect you putted, you have fair VFX for what it is needed, really nothing more to say on the Visual well done !
- The enemies are really simple but fair enough for what you need on your game. As sayed previously, they would have benefit of a better level design, but the feeling of beating them is good
- I liked the music and the SFX, it serves well the purpose of your game !
- No crashes etc , really well done !
Anyway please consider that all of this are my personal opinion, i know it is hard to make a game so for the "cons" part pleas don't take them personaly bvut more professionaly on how you can improve yourself, i don't wanna be mean for nothing and even more when i'm discussing about az game of a game developer like you beceaus i know how it is hard to make a game, and really well done for having finished your game, congrats' !
Wow, great job! controls felt great.
dont lie