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A jam submission

A Rockin' ExplorationView game page

Play as an shaman tasked with determining the validity of a rumor of an ancient ruin in the deepest part of the forest.
Submitted by JeRaquel — 33 minutes, 35 seconds before the deadline
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A Rockin' Exploration's itch.io page

Results

CriteriaRankScore*Raw Score
Metroidvania#203.7783.778
Enjoyment#243.5563.556
Overall#283.5003.500
Execution#313.4443.444
Sensory#383.2223.222

Ranked from 9 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Engine
Godot 4.2.1

Team/Developer
JeRaquel (Me), Daisycutter

External assets
All external assets are listed in Credits within game or in the description of the page. (TL:DR Sirens in Darkness [Music], VT323 [Font], Kenney sounds and input indicators [SFXs and Icons])

Prizes eligibility
LearnIndie

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Comments

Submitted (1 edit)

Neat way to introduce the Gambit-style ranged attack! Also liked your character design and animation.

The ranged attack seemed superior to the staff attack in every way, which I wasn't a fan of. The staff doesn't seem to have any special effects and is limited in range while the Flight talisman is ranged so I don't have to put myself in danger, it seems to do the same amount of damage, and there's no limit to how much I can use it. Later, the Freeze talisman is better than the Flight one because it's effectively a one-hit "kill" by removing the danger. (Although, you can't aim in multiple directions, which doesn't make sense from a gameplay standpoint as I can aim omni-directionally on the other attack which looks and feels the exact same.) Typically when doing weapon design where you have multiple choices, the goal is to have interesting tradeoffs that make each suited to a particular set of playstyles or situations. Right now, each one is effectively just an aesthetically-unique "key" to open its matching lock. There's an opportunity for more engagement by exploring your system design further. Alternatively, just do straight upgrades instead of a weapon select system.

I enjoyed your rock enemy with the fast, hard-to-dodge projectiles, but with clear and fair telegraphing. That was solid design work that created fun challenge. Whenever I failed against these guys, it felt like my fault because of your telegraphing. Well done, it's a small thing, but I haven't seen a lot of people do that kind of thing in this jam. 

Side note: I wish I could use frozen enemies as cover from their projectiles, that would be super cool.

The slime guitarist boss on the other hand felt unavoidable and not fun to fight. If there is a way to dodge, it's not clear to me while playing, so you'd need to find a way to teach this.

Your blood locks (sections where you need to kill all enemies to progress) need signifiers. I'm trained in the beginning of the game that switches open doors, not killing enemies, so it's confusing and unintuitive whenever I get stuck in a situation with a blood lock. Including a number by the gate, some form of light-up locks, or something to convey this would help tremendously.

I like the miner boss fight design significantly more than the slime, but felt it had way too much health for how difficult it is to hit.

I enjoyed the weapon effects on the environment, and I'd love to see you explore those more if you keep developing this.

Submitted

This was a lot of fun! I beat all the bosses, I liked their variety and the fights were fun. Since the whole game is a lot of tunnels, gates, and switches, there were times when I got kind of lost, but it's fine. The music fit the game really well,  and I really liked all the abilities and having to equip different ones. I think it would be cool to relate the abilities to the boss fights: for example, you have to do something with ice to damage the first boss, fire for the 2nd, and both for the final boss, but the way you have them here is just fine. I loved the art, seeing all these pixel art animations is very inspiring!

Submitted

It was fun to play and ice mechanics with water worked really nice. Good job!

Submitted

Freezing mechanic is genuinely cool idea, love the implementaton ! Really enjoyable, with some of bugs but nothing too gamebreaking. I like the atmosphere, choice of music helps alot ! Pretty cool overall.

Submitted (2 edits)

Kinda weird that attacking cancels velocity even when in air. It was kind of hard to tell what was taking and dealing damage without damage sound or effects. Bosses felt great though. Great game! I beat both bosses, but then got softlocked in ice. Might want to add that to the known softlocks list to not freeze water you are jumping onto. keeping the respawn key used in bug testing  whenever launching a new game can be a good idea, as a respawn key helps mitigate the pain of softlocks. Still, I don't judge when it comes to softlocks, as they can be really hard to find when you are constrained for time. I like how the throwing animation is different based on direction!

Submitted

I don't particularly like the choice of inputs, but the game is beautiful and fun.

Submitted

Hello,

This was just a great entry, really.

You have created excellent short puzzles with the levers and the flight ability, I have liked them very much. They are well placed and well designed: they force the player to think, to use one ability, and later on to use two abilities to solve them. Great puzzle progression.

The level design wants you to keep moving forward and explore.

And freezing the water is a really n-ice mechanic. You should explore it more and make a game fully centered around that concept!

Jump physics could be reworked to feel more natural.

Also, when playing Metroidvanias with shooting mechanics (long range attack), usually I prefer to be able to keep running while shooting. But I understand this design decision.

Congratulations!

PD: don't hesitate to try our game :D