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Vigey's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Sensory | #80 | 1.837 | 3.000 |
Execution | #87 | 1.429 | 2.333 |
Metroidvania | #92 | 1.225 | 2.000 |
Overall | #92 | 1.429 | 2.333 |
Enjoyment | #95 | 1.225 | 2.000 |
Ranked from 3 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Engine
GameMaker Studio 2
Team/Developer
Dadinho de Ouro and Phanta OST
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Comments
Very cute, but honestly, very rought too.
The very first room is already a huge mess. You barely clicked to start and you're already doing parkour on platforms that blends in with the background above a pit of insta-kill fire, and right after that you have to deal with a security camera that not only looks like just decoration when you see it, but it also catches you from off-screen, with absolutely no way of knowing what happened when you get sent back to the start. Really, be sure to make it EXTREMELLY clear what is just decoration and what is actually important on your games, and NEVER make things that can kill the player from off-screen. I spent a good handfull of minutes thinking that the thing that was killing me were the cardboard boxes on the background, wich made me avoid the save point for a while as well. The little shadows below the boxes you can hide are a step on the right direction, but they're unfortunatelly too subtle to solve that problem. (Also, don't just throw mechanics into the game like that, you should do things one step at a time and build challenges around them slowly)
Art is ok, it's simple, but it should get the job done, altought most of the scenery is really too polluted, and as I said, it's really hard to tell apart what is the actual game and what is just background. Surprisingly, music on the other hand is pretty amazing tho, I love it x3
Controls thenselves are fine enought too, but combat is super janky, absolutely nothing has any kind of feedback, the cats just flies at each other and you have no real way to tell who is damaging who (sure, the enemies flashes red and the player gets transparent, but really, that's nowhere near enought. You need to give hits more impact, like actual knockback or stun locking, and proper sound effects would be nice too)
Story is funni, I wanted to see where it was gonna end up going, but I only played up until the reactor room. That place was just an arena that spammed the same enemy multiple times, so with the jankiness that combat is I ended up getting bored after dying too much and gave up, I'm sorry. Altought I can tell this game was going to be super linear and that there was no way to backtrack, so this is like, the very opposite of a metroidvania lol.
Anyway, gameplay vid if you wanna see it:
(Por sinal manda salve. E não leve o comentário a mal, é negativo, mas é só a expência que eu tive infelizmente)cara, nao tem o que se preocupar, muitissimo obrigado
Proxima eu melhoro kk
hell nah
Hell yeah
AD or left and right to move
W or space or up to jump
leftclick to atack/dash
control to climb walls
double tap on "A" or "D" to dash
Tab to open inventory/pause
esc to pause