Play game
Marine Descent's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Metroidvania | #3 | 4.400 | 4.400 |
Enjoyment | #13 | 3.800 | 3.800 |
Overall | #15 | 3.850 | 3.850 |
Sensory | #19 | 3.700 | 3.700 |
Execution | #30 | 3.500 | 3.500 |
Ranked from 10 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Engine
Game Maker Studio
Team/Developer
Lockstedt (solo dev)
External assets
Some sound effects from Pixabay, the logo font is "Context" by Glitch
Leave a comment
Log in with itch.io to leave a comment.
Comments
Very good! It has a great atmosphere, gameplay is solid, the experience is smooth. The art is nice also. The lack of a map made things a little more difficult, but the environments/screens were varied enough that it did not really become a real problem ever. My only gripe is the small size of the enemy projectiles - they were kinda hard to make out -, but other than that, very nice work!
Thank you! Many people seem to have issues with the small projectiles so I might have do something to them, if not changes to their size, maybe something else that makes them easier to see, like a subtle glow.
Fun game! Here are some thoughts:
Thanks for making this game! And also for taking the time to play mine :)
Thanks! I think I've commented on these points already but just wanna add that I didn't really find a good solution for having a variable jump height, it doesn't work well if the boots are assigned to the same key but if assigned to a different key, they feel weird to use imo.
Really fun! Controls didn't feel too watery but thats not too big an issue really, more just a theming thing. The bosses definetaly had too much health I feel, but the fights themselves were fun. I think I would have preferred ramped up speed with lower health as the trade off. I also think some sort of map or including landmarks in the level design would help with navigation, as its tough to not get lost. Super polished game though, really like the music. Great job!
Thanks! Gotta do something to the bosses after the jam I guess.
Okay now this game was fun as flipping hell, I have to say. Maybe it was just my bias to kaizo-ish games plus playing on expert mode, but wow, I had a blast with this!
I actually don't have a lot to comment, everything here feels pretty good already, from gameplay, art, and etc. Altought music takes all the spotlight for me honestly, it's catchy, melodic, upbeat and just exactly the kind of music I wanna hear on vibeo-games, music that pumps me up while I'm playing!! (In fact, the fact I was enoying the music so much all of the time might as well be another reason I don't have much critiques, because thanks to it I wasn't really paying a lot of attention to the game itself at all xD)
Boss patterns also?? They're top top-tier, those were super fun fights, nothing to comment about, just wanted to mention it. (Altought I do admit they felt a little damage spongy in the end, since they doesn't ramp up their tricks as the fight goes on, so there's no reason for their hp bar to be so big, wich is a bummer, so forget what I said, they're only top-tier, but hey, that's already pretty good am I right)
I guess it's not perfect tho, as other people probably already mentioned, this game definitelly needed a map, or more landmarks, because dear god this game is huuuuugee (I usually vote for landmarks instead of maps, because they make the world itself feel more alive, altought ideally, you'd want to have both). Honestly I'd say that this game feels huge on the wrong way, since it's not huge as in "oh wow, how many cool places I'm visiting!", It's huge as in "oh wow, how many rooms I'm walking throught", wich, granted, the rooms are all super fun to traverse, but still, it gets old eventually. Not to mention you actually made us backtrack!!! Wich is a HUGE plus on a metroidvania, of course, but witouth a map or memorable spots to guide you, I'm afraid people will more often than not just give up exploring (I myself only knew I was supposed to backtrack after getting the slow-fall because I remenbered the big pit room with the 3 jellyfishes, and believe it or not, that was a notable landmark! You just needed a few more rooms that felt actually different like that one, visuals help, but they aren't the only way to do so.)
Also minor nitpicks: I wish the game saved automatically the itens I picked up instead of having to reach a save point, otherwise if you die on the path you'll need to do everything all over again, wich can be a bit of a chore considering how far all of those itens are from any save point. (Granted, on my gameplay that resulted on a hylarious Moori re-fight because I killed myself trying to rocket jump after getting the upgrade, wich I always find very funny, but you certainly wouldn't want that to happen with someone with a shorter fuse lol). Also, something more personal, but if you're not using W for anything, pls let me jump with it, I don't like Spacebar.
Lastly, I actually didn't finish the game yet, I got the lantern, but stopped after that. As I said, this game is huge, so I kinda needed a break after playing it for an entire hour lol.
Here's the gameplay vid for that hour tho, if you have the patience to watch it:
Thanks a lot! Will definitely watch the video later.
I'm positively surprised that someone is actually playing this on expert mode so kudos on that, clearly you're not a first-timer with this kind of games haha. The third boss can be quite challenging on the expert mode but otherwise it's not going to be too hard if you wish to finish the game. I didn't mention this earlier but I built all the levels in three days so yeah they're not perfect, definitely needed some recognizable landmarks and checkpoints closer to the upgrades. Glad that you remembered where to backtrack after getting the boots, I was worried that people might not realize where they have to go from there. I didn't think of adding W as a jump button but will do that in an update after the jam, space just feels like the most natural choice for me.
Finally got around to reviewing your game after playing it over the course of a few days.
I loved the art! Sprites are simple but pretty, and the enemy designs are creative. Speaking of enemies, I really appreciated the huge variety and how you programmed their attack patterns (I experienced some light bullet-hell moments in a few rooms, which is fun!). Music was enjoyable, but IMHO it wasn’t a very good fit for the vibe I got from the game. Maybe a more chill and melancholic track would’ve been better, something that would convey how deep the player has gone down the depths of the ocean, but that’s a minor nitpick.
What I feel this game sorely needs is a minimap. I got lost multiple times and had to take a few breaks after long backtracking sessions. Even some recognizable landmarks would have helped, as all rooms look mostly the same. I managed to get to the third area, then stopped once I got to that grey robot that would shoot down my rockets.
Lastly, I think you could’ve added more platforming challenges and puzzles, as almost all rooms were filled with lots of enemies and thought that movement abilities were slightly underutilized.
Overall, I’ve had quite some fun and it’s amazing how much content you managed to pack into this! Nice job!
Thank you very much!
Yeah, I've composed the music years ago so it was never really intended for the game lol. Only the second area's theme was meant for a water level so I think it fits in the game better than the others.
If only I could have learnt how to program a minimap here, I didn't get to do it with my last MVM game and sadly not here either, it's a milestone I have to cross should I still make MVM games this big. Good job getting that far though! Don't know if you found the lantern but that would help you get something to take down the robot with and the last area gets easier after that as well. More platforming challenges would have been good, maybe I should have created more level gimmicks instead of enemies.
I liked the enemies, and overall aesthetic, though I wish main weapon fire rate would be a little faster. Also having a save point upon upgrade picking have done life a bit easier :)
Good job!
Thanks for playing! I felt like the save points are always reasonably close but maybe it's a bit dumb that you have to get the upgrades again if you die before saving.
I really like the design and soft 8-bit(-ish?) sound and music in this one. :)
Maybe a bit "snappier" player character movement would feel better, but I understand the way it was done is intentional, to convey the feeling of moving underwater. Great work!
Thanks! Yeah, it's not exactly 8-bit as there are much more colors and I also used more instruments in the music that an 8-bit processor could handle.
I'm having trouble downloading your zip file, Google and Windows keep blocking me even though I've been downloading other jam games all day. I was able to download it to my Macbook, but not transfer it to my PC through Google Drive where it blocks me again. Maybe I can find a USB drive lying around... I really want to give it a shot because I'm playing Subnautica right now! Has anyone else run into any issues?
Yeah, there is something in Game Maker: Studio games that can make Windows find them suspicious and I have no idea what...Even I've got warnings of my own games after building them which is ridiculous.
You can add it to exclusions in Windows Security though, it has worked for me so it should work for you too. If you can't even download it, you should use a different browser, it shouldn't be up to windows if it's suspicious until its on your PC.
Thanks! I'll give it a try with Firefox or another browser later and see how it goes!
I was able to get it working and had a really great time! I loved the art and music and the variety of enemies and behaviors. My favorite might be the pink blobby guy? I don't know, that green tongue guy was pretty wacky. Great variety of ability upgrades too! My brain got a little tired trying to remember all the paths I still had to circle back to, so I got lost a lot, but getting through each room was straightforward so it really wasn't too much of a setback getting around. Great job!
Glad to hear, thanks for playing!
Neat game! I've been running around the 2nd area for quite a few minutes and have run out of patience, so I'll leave it at that for now.
The player character feels pretty good to control! I'd say the acceleration is a little too low, and I'd have appreciated variable jump height based on how long you hold space for. I am not a fan of how enemy/projectile-heavy the later rooms got, especially since the projectiles are tiny and attack paragraphing is nonexistend for most foes. I liked the missiles as a secondary attack a lot, instakill button in case of emergencies. Unfortunately all rooms look kind of same-y, so I found it very hard to remember certain rooms and figure out where to go.
I really liked the art! Awesome animations, and it all works together really well, nothing looks out of place. Music was a bop, good job on that, I have no complaints about sound effects either.
Really cool game overall, great work!
Thanks, yeah you gotta go back to the first area after getting the shoes if you want to proceed.
The acceleration is a bit slow because I wanted it to feel like you're underwater. First I also put a variable jump height in the game but it didn't work well with the boots upgrade, I could have assigned the boots to a different button though. The enemies do show it when they're about to shoot projectiles (except the wall shooters) but it can be hard to see, for example, the pufferfish just opens its mouth.
Really wished I could have implemented a map system to make the game easier to navigate as it is quite big.
Thanks again!
Did you randomly have a WebGL or Mac build on your game anywhere? I really wanted to try this one out.
Tried building it on HTML5 but it didn't work, I think I'd have to recheck everything I have done as HTML5 is stricter about the syntax of the code and even then I'm not sure how many problems there exactly are in the current state of it. I can get HTML5 working on another freshly started project but not here. As for Mac, I don't own any iOS devices so it's quite impossible to do that either. But yeah I couldn't upload any more builds here on itch.io during the jam even if I wanted. I'm afraid you'd have to get hold of a Windows device to play this.
Damn I was looking to try it too and came with the same question. I'll see if I can find a windows laptop.
It's fine. I'll only cry. (Translation: i'll see if I get the opportunity to steal a friend's computer.)
😭
Hello,
Wow, you just showed great attention to detail. Those platforms, those enemies, spikes, hazards. Everything is placed perfectly in the level design. Everything is there with a purpose, everything is meaningful. That's a very difficult thing to accomplish.
I would probably prefer MC a bit faster jumping and running, but I appreciate that it sticks with submarine universe.
Seriously, great job. Congratulations!
Cheers
Thank you, appreciate it! Yeah, I wanted the movement to somewhat feel like you were underwater but not be too sluggish.
great job on this! really loved all of the enemy behaviors and the boss i got to. the upgrade rooms were handled well with them requiring you to use the new item to get out. on the art side, i feel like the music got pretty grating in the first area not long into it. the enemy attack particles are incredibly hard to see both due to their size but also their contrast with the environment. the contrast was low in general but not so much so that i couldn't see what was going on outside of the enemy attacks. the character controlled well and i never really felt like the computer had slipped up or anything. there's also just a lot of content in general, lots of rooms and enemies and upgrades for a jam game. enjoyed it overall!
Thanks! I guess the projectiles of the first enemies are kinda small, the other areas will improve on that. The first area also has greenish water, that's why the contrast is low there.