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ShapeJourney's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Execution | #50 | 2.454 | 2.833 |
Metroidvania | #57 | 2.454 | 2.833 |
Overall | #65 | 2.309 | 2.667 |
Sensory | #67 | 2.165 | 2.500 |
Enjoyment | #70 | 2.165 | 2.500 |
Ranked from 6 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Engine
Godot
Team/Developer
Progz (solo)
External assets
Copyright free music from Kevin MacLeod
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Comments
Fun idea having the opposite side of the dash deal damage. I don't think I've seen that done before. I suspect your control scheme would feel better if the left/right click actually matched the left/right dash direction. My brain doesn't like the mismatch in direction, it feels bad.
Your story bits intrigued me even though this is just about colored squares and blobs. I wanted to know more about what was going on and the fate of this place.
Your enemies probably have too much health for this kind of mechanic. Because you're pushed in the opposite direction of your attack, you have to backtrack a tiny amount to deal damage again. It's not fun and not worth pursuing unless necessary.
Thanks for the feedback!
Definitely have to put input remapping / different controls for the attack
I realized this game was really bad for combat
All good! The execution of any aspect of every game in the history of ever starts out terrible then only becomes great with testing and iteration. Makes me think of the quote from EB White, "Great writing is rewriting."
Really fun little game! I don't love the control scheme (especially two different inputs to dash depending on the direction), but it was still fun to explore the world! I wasn't able to make it to the end because it was harder than I anticipated, but I enjoyed playing!
Thanks for playing!
Probably gonna change it a lot, especially the beginning if I continue, + adding inputs remapping is probably a necessity
As a metroidvania, it works quite alright, having actual map helps alot. I also liked minimalist artstyle. The thing is (at least on my part) constant lagging and bugs i had. But i can see the potential here, so ill be checking for updates in the future !
Constant lagging and bugs?
Can you elaborate?
I made sure to not have freeze spikes even on webgl, and that's the first time I hear about something lagging on the game
What are the specs of your computer?
Played the webgl version or windows version?
Was it constant?
And glad you liked it!
Played WebGL version, It was mostly at the beginning of the location and the end, couple of seconds. By bugs i meant for example shooting sometimes doesnt work in both directions, just behind the player's square or enemies standing in one place, with fastened animation.
I'll check later if i found more bugs
Specs: Ryzen 7 5600 GeForce GTX 3060 16 Gb RAM
Hmm, definitely weird
What browser are you using?
If you check again, can you check with other browsers too and the windows version?
Thanks a lot!
Hey, loved the concept for this game. the minimalist style was nice and the sound fit well with the visuals, although over some time the colour palette started to feel a bit stale
Thanks for playing and for the feedback!
Taking notes!
Hello,
This was a very solid concept and fun to play through!
The music is great. The enemies are original in shape and behaviour. Level design is well done. The environmental hazard challeging at the right intensity.
I would just propose to use different palette of colors for foreground and background, to better differentiate platforms.
Congratulations!
Did you use Godot MetSys?
PD: don't hesitate to try our game! :D
Cheers
Hey!
Thanks for playing, and glad you liked it!
Noted for the foreground / background (someone else told me it was a bit confusing too)
Made the game without MetSys, but didn't have a map, and tried adding MetSys for that 1 day before the end
Ran into some problems (save system not working in the demo, the editor not refreshing correctly at all when I tried to add custom elements), and decided to just stop losing my time trying to make it work, so I made my own system for the map, which was actually pretty easy to do (as I said, less than 1 day)
If you want some details about the implementation, it's just a 2d scene with another camera, that is displayed in the ui
The camera focuses on a different room when you change the room, and that's mostly it
Compared to metsys, that means it also allows you to do whatever you want with it (more flexible)
Adding your game to my list!