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A jam submission

Deep Down (MVM23)View game page

Submitted by The Great Gallus
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Deep Down (MVM23)'s itch.io page

Results

CriteriaRankScore*Raw Score
Metroidvania#722.0413.333
Execution#781.8373.000
Overall#821.7352.833
Enjoyment#851.6332.667
Sensory#891.4292.333

Ranked from 3 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Engine
Godot

Team/Developer
The Great Gallus

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Comments

Submitted(+1)

I agree with the other comment, your design for the map was a nice world to explore and the location of the various power-up are very clean so I backtracking doesn't seems stressfull.

An improvement can be the art, it's quite simple, but it's clear so it's your choice for that.  Nothing more to say; nice map, clear commands and power-ups, but the player is kinda slow and the lack of musics and various effect don't help the game to outstand.

I got a nice 10 minute to comlete it, and after to try I just launched myself in the void in the dark area, but I had fun to play it

Developer

It's awesome to hear that the level design and flow worked out in the end, it was the part that I was the most concerned with since I didn't really have a basis for designing fall distance based levels. On the art and sound fronts, I had plans to do more with it but ended up running up to the deadline, so what it ended up as was all additions in, like, the last day so that it wasn't just solid colored boxes XD Would love to revisit and polish it up a bit when I have the time some day.

Also, when I read the comment about launching into the void, I suddenly remembered that I completely forgot to add a floor to that void to land on and reset the player to the checkpoint. Quite glad I left the debug commands in, in case a player falls in while playing (would hate for someone to get that far and not be able to complete the game!).

Thanks for the feedback!

Submitted(+1)

focusing on the map design, i think you have quite good intuition for how to make metroidvania maps accounting for different abilities and introducing natural backtracking. making the incremental upgrade your fall height is a really cool idea actually. i was initially confused what the red bar across the screen meant but it was quite cool getting further in. i think with improved movement physics this could be a really awesome exploration focused game.

Developer

Glad that you thought the fall height upgrade things was a cool idea. It was a fun concept to play around with and I think it could play well in an expanded setting (though I think it may need supplmenting with something else, like basic combat or far more interesting platforming design). Took a bit of thinking to get my head around when I started designing, but it's good to hear that the level design worked out in the end. 

I'll definitely have to consider iterating on this in the future to see what it can end up being with a bit more time and thought into a more expansive design. I think that this version got the ideas I wanted across, but I do have more ideas that I think would fit it well.

Thanks for the feedback!