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Aline's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Sensory | #40 | 3.074 | 3.286 |
Enjoyment | #43 | 2.940 | 3.143 |
Execution | #45 | 2.806 | 3.000 |
Overall | #46 | 2.806 | 3.000 |
Metroidvania | #59 | 2.405 | 2.571 |
Ranked from 7 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Engine
Godot
Team/Developer
Piffy
External assets
Gameboy font - Dafont, Sound Effect - Free sound effects
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Comments
What a unique visual identity! Plus, a nice, juicy punch sound and some solid music. Nice!
I'm going to borrow a comment I'd made on another jam entry because it's relevant here, too:
The levels feel too bland gameplay-wise because I'm walking in a straight line too often and it gets boring. If you ever get the chance, studying AAA level design would be really useful here. One of the things they do is constantly mix up which direction you're moving in (literally breaking up straight lines), the context you're moving in (combat, stealth, town, climbing), and which movement mechanics you're using to progress (walking, running, crouching, jumping, climbing, etc.) This stops the player from tuning out due to repetition.
Also, 10/10 start screen. Loved that.
Angry cactus-men are adorable :D
It also lean to a beat'm'up quite nicely, only issue is not obvius hit box. Nevertheless, good job!
Nice game! The visuals & music are pleasant. The controls felt fine, but the character is little slow. I got to the Dash ability and could not make the jump to climb back out of the area. I suggest adding tutorial messages for abilities & zooming the camera out a bit.
The robot is cute, but the movement is too rigid and slow.
With his glove, I have the impression that at any moment he could snap his fingers and make half of humanity(or cactus) disappear x)