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MVM23 placeholder name's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Metroidvania | #79 | 1.871 | 2.000 |
Sensory | #86 | 1.604 | 1.714 |
Enjoyment | #88 | 1.604 | 1.714 |
Overall | #88 | 1.570 | 1.679 |
Execution | #96 | 1.203 | 1.286 |
Ranked from 7 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Engine
Clickteam Fusion
Team/Developer
jon11888
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Comments
Nice entry! The concept and mechanics in this game have potential. I would like to see more Metroidvanias that include narrative choice and consequence. The game feels like a rough prototype since it is only one area. I would like to see what this can become in SMVM Jam.
I was feeling a little burnt out after submitting this one, but now that you mention it there's no reason I couldn't post an updated version with more polish and more content within the deadline for SMVM. I'll have to think on that for a bit.
Interesting idea for a game (having it so that each npc has two upgrades they could provide, and so that upgrade combinations can allow the player to enter different areas) It took me a while to realize that you could hold the button to send out multiple projectiles, which made the wall projectiles a lot more useful.
Music is a little loud at the moment, but I'm impressed by anyone who can make their own art and sound assets. The sprites were kinda cute in how they would fly into the air or float to the bottom of the screen, with little speech text.
Clickteam Fusion...wasn't that the engine that the FNAF games used?
Overall, great job on the game, even if it is more of a prototype.
The +
- Having the choice to forgive or not and having that change the path we can take is a good idea!
- I like the original 'walljumpprojectiles'.
- Being able to play as an angel who might find us interesting could make for a cool story.
The -
- There's no title or image for the game
- Very rigid character and control
- It does feel like a prototype
- I go to items with neutral/good/bad endings but you can't activate them
- I was able to reach the good, the neutral but not the bad end, I didn't manage to reach it
Being able to play an angel who might find us interesting could make for a nice story. With a bit of writing it could be a question of Why we make the decision to forgive or not (a bit like paper please, why we let this person through and not another).
Like, depending on our choices, the angel could become "fallen" if he condemns everyone, and so on.
I'm waiting to see what happens next ;)
Thanks for checking it out, I appreciate the feedback. Communication with the team kind of fell apart halfway through, and I lost the motivation to put more polish on things once I realized I was working solo. Still, at least I submitted something. Next one will be better! Probably!
I've been on a few teams that fell apart much earlier in my game design journeys. Never fun. Props to you for sticking it out, getting something built. and released.
The "walljump projectiles" is a super cool concept. Plus some of the other things - the theme, ability to forgive or kill sinners. I'd like to see a game made out of this. All the best team!
Hey! Nice to see you again. I had a bit of trouble with team members not pulling their own weight, so I just submitted the prototype I made with placeholder art and sounds I made, but it was literally a solo project because I couldn't get assets or feedback from anyone on the team before the jam ended. Fortunately the members of the next team I joined for MiniJam were all super awesome, and helped make that jam turn out way better.
In that case, kudos on pushing something through. I agree with that philosophy - no matter what situation, you gotta press submit one way or another.
Glad to hear that your next jam went better and all the best for your future work!