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A jam submission

OrahView game page

a Metroidvania Month jam entry
Submitted by Sarah (sol_r), Kurushi
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Orah's itch.io page

Results

CriteriaRankScore*Raw Score
Execution#64.0774.077
Enjoyment#143.7693.769
Overall#213.6923.692
Metroidvania#283.5383.538
Sensory#323.3853.385

Ranked from 13 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Engine
Godot

Team/Developer
Sarah Pederson (sol_r), Seth Renshaw (Kurushi)

External assets
Most art is from Kenney (www.kenney.nl)

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Comments

Submitted

Love the visuals and the sound design. Also really like how pre-dash you need to play around with the slower acceleration, makes the platforming feel really intentional. The game gets really difficult, especially with what feels like very luck-driven platforming. I will not be able to perfectly time color switches for a million different little projectiles, so it becomes very hard to traverse. The music also does not seem to loop or keep playing, making it very difficult to stay motivated. It also didn't feel super Metroidvania-like. I recognize certain aspects, but as a player, I didn't find myself purposefully going back to any place(except 1 spot) once I got a power. It felt either like I was on a constricted segment, or completely lost. The sprites were really nice, but the simple look and constricted color palette meant there were very few landmarks. I was not able to construct a mental map of the area so instead I wandered until I maybe found something.

Very cool though, and I absolutely love the magnet power. Great job!

Submitted (2 edits)

Nice ambient music! Sets a good tone. Your acceleration feels way too slow, but I think this may actually be a game feel problem rather than a gameplay one. If you ramp up the roll animation speed as character speed increases, then maybe include dust particles at higher speeds, I think this would probably work. Would require playtesting to confirm.

Really like how your level sections are revealed and the graphical variety. Smart decision to keep things simple so you could still do this much variety.

Watch your level metrics for jumping. Those early platforms are right at the max allowed jump height so it always feels like I'm just barely going to make it, which isn't usually the feeling you want players to have at the start of your game. You can definitely go for this for more difficult / optional sections or for emotional effect, but probably not this early. Problem is compounded with the slow speed ramp, because you need momentum before you can actually make a jump like this.

I seriously love how much you justified the platforms visually. It's not something you see in a lot of 2D games (except maybe Ori).

Your platform layouts feel very intentional, which I appreciate. Clean, intentional layouts are often overlooked by people who don't have a lot of experience in level design. You're also being very smart about introducing obstacles one at a time, letting me get used to them, then mixing them together for interesting sequences. (Another thing that is usually overlooked in game jams.) Some of the sections could probably use more playtesting to dial in the difficulty, though.

Really well done!

Submitted

Do enjoy the game.


Was bit getting used to being a ball at first but at last I got used on how to use it, especially after the 2nd upgrade helped me ignore most of the momentum build up. I'm still not sure how I should feel about the first upgrade and the laser (which I initially thought was a jumping pad). I like the mechanic from it, but feels like sometimes it doesn't work or triggers on my end (an indicator/highlight would be nice). Else I do like how it was combined with the dash ability and the level design.

Submitted

Hello,

This is simply a clever game, with nice mechanics, intelligently designed, and put together to have fun through good level design. It is excellent, you know how to design fun games. You start with simple puzzles, then add the mechanics (Magnet, Dash), then you start mixing all to present some more complex situations to the player.

Honestly very well done.

Congratulations!

Cheers

PS: don't hesitate to try our game :)

Submitted(+1)

Great game! Fun mechanics and I think that everything worked just perfectly, couldn't find any problems in the gameplay. The challenge ramped up nicely through the game. Overall felt really finished, good job.

Submitted(+1)

I did not expect to have so much fun playing this! Usually, movement with lots of inertia doesn’t feel good to me in a platformer, but here I felt it perfectly complimented all the movement abilities and I got used to it rather quickly. Also, it’s amazing how you managed to design so many different and very interesting puzzles with so few “enemy” types. The last few puzzles were so incredibly hard though, and sometimes I got stuck bouncing between lasers and projectiles, but in the end I didn’t feel the game was unfair (most of the time) and attributed my failings to mere skill issue.

I know you wrote that this was meant as a test run for learning Godot and not as a long-term project (yep, I read your post-portem), but this was quite a unique experience among all the other same-y entries and I would honestly play an expanded version of this! Great job!

Submitted(+1)

Fun experience, the level/puzzle design is top tier, the "enemies" get reused trhough the game but they are always used in a new way making the game very interesting. Liked the first upgrade mechanic and also the way you join it with the second and later with the third, making so you need to use all of them. My favorite part is how theres no loose state, making it almost like a foddian games at times. I do got lost after collecting the last upgrade and returning to the initial area as exploring around I didnt find any places that where blocked by the red laser, besides the one you just arrive from.

Submitted(+1)

I love the overall visuals. The platform and level design are good too. The character's acceleration is low, making the drone feel heavy. I'm not sure if this is intentional. The "S" power looks like a spring, which affects the readability a bit. Editing out the bottom part of the spring will make it less confusing. But overall, it's a great game.

Submitted(+1)

Really love the minimalist design! It worked really well for this. I loved the sounds of jumping and opening doors— made it really satisfying! 

I got a bit stuck and lost in a loop but I thoroughly enjoyed my playthrough! The difficulty balance was really well done. Really fun to dodge and time the jumps past projectiles and laser. Precise platforms but didn't feel too punishing to miss. It gave me flashbacks to playing the old Bound games in starcraft: brood war :D

Submitted(+1)

Great aesthetic - felt like ESSA. Nice UI. Good use of assets. 

I wasn't able to finish the game for two reasons:

1. I found the controls a little difficult to handle. The drone felt heavy and unresponsive, which had me redoing many jumps and puzzles just for a couple of missed pixels. If the drone was responsive, it would have made crossing each puzzle/platform section feel really rewarding (it already is: more on that below).

2. The magnetism effect (S key) often didn't work. As far as I could make out, I think it only works when the ball is just below the magnet? So I was never able to catch the magnet while falling. Either way, its very pixel-precise. 

With that being said, I'll be going for another round and trying to finish the game later.

On the other hand, I think the levels and platforming challenges were excellently designed. Loved each little section. I liked the pacing too. Finally, the magnetism ability felt super cool - it really was! I felt a rush of adrenaline when I first used it. I thought it was such a neat mechanic + considering the point about the levels, really well-implemented.

Good hustle overall.

Developer

thank you so much for the kind words! we actually broke the grapple mechanic for a bit earlier today so depending on when you played it may have been during that few hour period where it was busted 😅