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Crystallic's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Sensory | #13 | 4.000 | 4.000 |
Execution | #23 | 3.667 | 3.667 |
Overall | #27 | 3.542 | 3.542 |
Metroidvania | #33 | 3.333 | 3.333 |
Enjoyment | #36 | 3.167 | 3.167 |
Ranked from 12 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Engine
Godot
Team/Developer
TingGame
External assets
2d-platformermetroidvania-asset-pack https://zegley.itch.io/2d-platformermetroidvania-asset-pack
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Comments
I liked the visuals, music and atmosphere a lot, and how smooth it feels to get around the world.
Unfortunately I felt like there were a lot of long and similar hallways, and after I got the double jump I got very lost and eventually gave up.
Pretty graphics and use of foreground elements. Some solid sound work, too. I also really enjoyed the world interaction like breaking pots and grass.
For your combat, I'd suggest introducing enemies one at a time to let players learn how to deal with them before mixing it up. More knockback (both self and other) would be nice, too, so I don't accidentally hurt myself after landing a hit (that's one of the reasons Hollow Knight has a smidge of knockback when you land a hit).
Having the camera raised so high makes platforming difficult because where I need to land is constantly out of view. I wish areas where falling meant death were better signified, as it's not always clear where's safe to fall and where's not. I would suggest teaching this without the enemy first, too, again so players have time to learn and get good.
The pixel jitter on the main character was bugging me. In Unity, you can usually fix this by switching the Rigidbody to interpolate, but I'm not sure how to go about it in Godot.
I gave up on the boss after dying twice. It was too difficult for my tastes and it felt too loose due to the lack of knockback and the fire rate. I probably would've kept trying if those two things were addressed, but because it didn't feel fair, it didn't feel like I was losing due to skill (even if I was).
That musical transition on the boss is a nifty touch of polish. Nice!
The art looks great and the music fits very well, the controls are polished and I didnt have any issues controlling the character, the level design is clear but after getting the double jump I got a bit lost as I thought the correct path was a death pit lol, the death text didnt appear in my browser so I just played the windows version, good sfx aswell and I like how the vases move and make sound when you pass then. Overral very enjoyable game.
Really nice animation and background art! There's really a lot in this game that feels so polished and clean. Very nice work overall. There are elements of the combat that are working, but in general I wasn't a fan of doing melee combat against flying enemies, so it was a bit frustrating to face the flying boss twice. I would have liked a bit more range to my attacks so I didn't have to bunny hop the whole time to hit the enemies. The levels were well designed and I appreciated the checkpoints. It was also a cool touch how the music transitioned for the boss fight!
Thank you for the feedback. There is definitely a lot to improve in the battle system. Adding some ranged attacks will probably make the combat less boring. I have to use the flying boss twice because I don’t have enough time to draw a third boss. I'm glad to hear that you like the art.
This looks really polished, and it is satisfying to play but it kept crashing for me after the bird boss :(
Would love to play it all the way through but the download version doesn't work on my pc
I'm sorry to hear about that. I noticed in another comment that you mentioned using a Mac. I'm not sure if it's against the rules to add a Mac build now, but I'll try to add one after the voting ends.
Great visuals and plays well too. The upgrade system was nice too, though I'm pretty sure upgrading mana is objectively better than upgrading health, since that gives you more health overall. Upgrading attack power didn't seem to do much against the small enemies, but the bosses surely died fast!
Hello,
This is just a wondeful game. It is just so well thought and designed. I liked everything about it. I have lack of experience with keyboard. Please, add controller support to this game. I just really want to master it.
I have liked that the melee attack does not reduce your running speed. This is a great detail that I love and I don't see often. It adds great sense of mobility and it speaks volumes of your understanding of platforming mechanics.
The MC physics, the speed, even the slight sense of gliding are all great.
I like the clarity of the feedback when I hit with the sword, the sound when I run close to those jars, the lights, the art direction, the music.
You placed useful platforms in Boss's rooms: for single jump in the first boss, for double jump in the second boss. Great, well thought details.
My sincere congratulations.
Keep in touch,
Cheers
I really like the art in this one. Boss fight is a bit too hard. Otherwise, great work! :)
Pretty sure i Softlocked myself after dying to the first boss at the same time as killing it lol, i went back to the boss and neither the boss nor it's drops spawned
Yeah, that will happen. lol. I didn't consider the possibility of that situation. I will try to fix that.
What a great platformer! Looks and sounds great, and it felt smooth to play. Thank you very much for putting input buffering and coyote time in your game; it really goes a long way haha