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A jam submission

RUSSO'S QUEST DX JAM VERSION ( OPEN TO RATINGS )View game page

Save the animals in this short Metroidvania experience!
Submitted by small pleasant things (@smallpleasant) — 2 days, 14 hours before the deadline
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RUSSO'S QUEST DX JAM VERSION ( OPEN TO RATINGS )'s itch.io page

Results

CriteriaRankScore*Raw Score
Sensory#363.3413.571
Overall#562.4722.643
Enjoyment#582.4052.571
Execution#642.1382.286
Metroidvania#762.0042.143

Ranked from 7 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Engine
GB STUDIO

Team/Developer
Naga

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Comments

Submitted (3 edits)

Graphics

I liked your ostrich and background sprite work. I did find that the colors didn't clearly distinguish the playspace from the background enough (specifically in the opening sections) which made it difficult to process what I was looking at. Nice touch on coloring the sprite when underwater.

Character Controller

I think you've got the perfect amount of acceleration/deceleration while grounded. That's an easy thing to get wrong, but this felt really good. The values still feel off to me on the jump which feels floaty, but since you're going for a Joust kind of a thing, maybe it's fine. I'd like more game feel stuff here. However, since one of your goals is to actually be able to release a GBC/NES version, you're somewhat limited in how to accomplish this. Doinksoft (the indie devs behind Gunbrella and Gato Roboto) showed me you can still do it in GBA by adding sound, impact and death effects, screen shake, and hit flash.  (I knew GBA can handle this, but unsure on GBC/NES). Regardless, right now, the attack feels like it does nothing and isn't useful.

Story

The character suddenly appearing on my back made no sense, though I'm sure you're already aware of that. That opening cutscene is a cool idea. Here's some things that I ran into that would help you pull it off better. Due to the small pixel count and comic panel frames moving right to left (which goes against what's intuitive in American information flow [left -> right]), this is confusing to parse what's happening. By the end, I get that there's an explosion, but I had no idea what I was looking at until after it was over. It seems to freeze on the first frame and require a button press to continue, which makes me think the game has crashed. This would probably be clearer if you had the screen flash white / the color of the explosion, then fade down into the scene. While I like the style choice of the comic panels, if you actually want to design this for GBC/NES, I don't know that it will work. The screen/pixel count is so small compared to the amount of information you're trying to squish into it. Full frame would fit your platform of choice better. Either way, keep an eye on this when playtesting with other people if you continue development

Sound

Nice job on the music (and a lot of it!) The world and controls would feel a lot more alive with more sound work.

Level Design

This would be improved with more intentionality about how you introduce challenges. Right now, it feels like enemies are just thrown at you without consideration for teaching how each one works and how to deal with it before mixing and matching to try and create interesting gameplay moments. The little exploration teaser on the right is fun, nice. Expanding the game space as you move downwards is an interesting choice. I think this works as long as you don't try and introduce the enemy at the same time, as reacting to it can feel unfair when it's impossible to see. Especially for an early section of the game where you're still "teaching" the player exploration.


I'd be curious to see where you can get with this in six months!

Developer

Yeah I never quite figured out how to implement air control in a way that didn't completely hinder gameplay, or make it trivial. Issues with GB Studio state system stuff really. I wasn't really able to add much functionality since I had to several times over, re impliment the character art and animations due to errors. If I had hand written the game in asm, it probably would have been better, if I was capable of doing such a thing. The attack also doesn't work because I expressly said because enemies aren't coded to react to it. Thats because I had to hand program every behavior enemies do, for each different kind of attack. And their behaviors on hit, line by line. Time consuming. 

The character appears on your back because, there is no game. I was just trying to show the prototype for the upgraded character. Also it reads right to left because I like manga, and the game is inspired by anime and manga, like Nausicaa and the Valley of the Wind. The freezing is an issue with GB studio. Its not actually frozen, just requires an input, so yeah, not very intuitive. Full frame wasn't possible basically for the timespan of the jam and honestly not worth the effort in general for the engine. 

Also yeah, enemies are just thrown in because I wanted to show that I actually made stuff. Theres a lot of artwork not shown in this version, whole areas, designed levels, etc, like I mentioned in the bio, but unfortunately it was impossible to implement since it took me 3 weeks to get the character working. Just not enough time basically, and too much effort into the no brainer stuff that should have taken me a week to make. 

Thanks for reviewing the game!

Submitted(+1)

Ooof, I'm all too familiar with getting bogged down in technical difficulties. Definitely had my fair share of those. Way to stay strong and trek through it to get something released! 💪

Submitted(+1)

Nice art & music in this prototype! I like the NES/SNES feel to it. Controlling an Ostrich/Chocobo like character is interesting and feels pretty good. I see potential in the story & world if you keep working at it. Good luck!

Submitted(+1)

Even though unfinished, it feels really nice in terms of character controlling and the feeling of it movement. It might become a really nice game! Will you go on 3 month version with it?

Developer(+1)

Yes I plan on porting the game to GODOT to continue development for a more finalized preview / vertical slice of what the game might look like when finished. Thanks for playing!

Submitted (2 edits) (+1)

It might just be the fact that I'm a fan of a rather esoteric game, but I was really hoping for horrible drifty controls and a short multi-jump. I don't know how well known the game "Joust" is but whenever I see a knight with a lance riding on a bird, I hope for the terrible controls of that legendary classic. I understand that this isn't a "Joust" metroidvania, but I still think that the concept  should still be thought about. Rather good for an unfinished game, I just wish the bird had a bit more inertia!

Developer

The title for this game was literally called "JoustDX" during the prototyping stage, and is a love letter to the game and other nes action platformers like Castlevania 1 / 3. The issue with "purposefully" having terrible controls is that it becomes more of a net negative than a positive. When I finish the game in the new engine, I will consider making a "Painful Reality" setting to turn on slidey physics.

Submitted (1 edit) (+1)

I got a little excited when I realized that colliding with an enemy at a higher altitude dealt damage the same way though! Perhaps having a sprint upgrade that lets you move really fast, but turns on inertia would work! Lance doesn't really do anything although you can swing it.

Developer

Yeah it says as much in the instructions, I basically have to abandon this game engine and start over, as my game is outside the scope of it. I’m looking to move it to godot, where I’ll be able to truly mimic a console experience.

Jam Judge(+1)

I guess there's not really anything I can comment here that other people didn't already comment, so I'll just be a broken record and repeat it as well, that the art and music here are really good. I even stayed on some rooms for long enought to be able to hear them entirely, and probably even a little more since I couldn't notice the loop on some of them (Wich is a nice thing I must say) x)

I didn't record a video since you did say this is was just a test course, so that means there's no real stuff to really comment on here. But hey, while that is true, it still is the best test course it could possibly be. It even managed to have a proper setpiece! I certainly can feel a lot of soul here already :3c

I guess the only minor nitpick I could be pesky to say is that the camera is a little finnicky as of right now, but I assume you already know that since you did say to refrain messing with it during combat.

Either way, good luck with that if you do continue with it, and I hope you have fun doing so!

Developer(+1)

Yeah the camera unfortunately was hacked together, but very essential for how the game would have worked on such a small screen size. Thank you for playing, and I appreciate the feed back!

Submitted(+1)

Look forward to seeing this develop, especially if you port it to godot! I hope it goes smoother for you. Cus the art and design here has a lot of potential, and will serve you regardless of what engine/platform you develop with. Can't wait to see! Good luck

Developer

Thanks so much for the continued support, and likewise, best of luck.

Submitted(+1)

It goes without saying that this looks so incredibly beautiful. It would be nice to have some game to go alongside it - but the potential here is clear. I would absolutely play a game that looks like this, no questions asked! The character design and aesthetic of the water/cave world are perfect. Hope this keeps moving forward!

PS: as developers working in Godot, we highly recommend it

Developer(+1)

Hey thanks so much, one of my friends played your godot game on stream and it seemed pretty fun, I'll have to rate it as well when I get a chance. It will continue to move forward, hopefully!

Submitted(+1)

I’d been following your progress on the GB Studio and MVM discords and was looking forward to playing the game because of the gorgeous art. I’m still wowed by the art. It looks so amazing! I liked the music after the cutscene played where you integrated the explosions into the soundtrack. Very well done!

But as this was unfinished, I hesitate to comment more. It’s obvious you needed more time to polish the controls, camera, combat, etc… but what’s there already… wow. Certainly has potential. I hope you continue working on it! It looks soooo pretty on my IPS-modded Gameboy.

Developer(+1)

Haha thanks I appreciate it! For now I'm transitioning to learning godot so I can polish the game, and make it widely accessible, but a gbc / nes version is still a dream goal for me. I may tinker with gb studio on the side but I really want to learn a different way of making games for the gbc at this point due to issues with scripting.

Submitted (1 edit) (+1)

just found this after a little googling you might find interesting!

https://www.reddit.com/r/godot/comments/w0bd9t/ive_been_maintaining_the_godot_3d...