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TETROIDVANIA's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Enjoyment | #20 | 1.732 | 2.000 |
Execution | #21 | 1.588 | 1.833 |
Sensory | #21 | 1.876 | 2.167 |
Overall | #22 | 1.516 | 1.750 |
Metroidvania | #24 | 0.866 | 1.000 |
Ranked from 6 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Team/Developer
KSUIE_Gaming & Malthador
Engine
Unreal
External assets
None
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Comments
Thank you for your review and trying the game. It was our understanding based on the game jam instructions:
"3. Incomplete games are accepted, so don't be anxious making a complete game! But your submission should be playable. If you're not quite satisfied with your game, or you missed the deadline, or you simply want to continue working on your entry, check out Super MVM!"
That it was ok to submit an incomplete game. As far as what is happening I'm surprised people have not understood the game as we felt it was straightforward enough it would be ok to not put text instructions on the screen. Left click fires a projectile that hits wherever your mouse is pointing, if you hit a falling shape it will move to the right. Right Click cracks a whip to wherever your mouse is pointing if your mouse is over a block it will move it left. The progress bars on the top left shows percentage of full/goal you have completed in each of the three clearly defined sections (The packaged game did show the bottom section of the bottom box that is actually under the map, so the shapes look like they are floating, but they are on the floor plane, so I can see where that adds some confusion as well visually. It did not look like that in the editor.) When the volume goal percentage reached is >=100 then all the blocks in that section delete and you get points. When you score 1000 points you get a better gun and the level clears. (If you overflow well we didn't add endgame logic or menus because it is a concept demo.)
The game is by far not finished, this is a playable concept and now we have learned we should have explained the game in a menu since the two reviews we have gotten say they don't know what is going on. I would ask a simple question when evaluating the game, how would you go about calculating volume occupied of an area? Which was the primary challenge we had given ourselves to solve, and we solved that challenge. Of course since we made the game we understood exactly what the goal was and what we were trying to accomplish, so with a simple left click right click game mechanic that we thought was rather intuitive we neglected explaining in more detail. But, I think if you were to try it again after knowing how the scoring works you may find it less disappointing, again it is just a demo of a concept.
I do have to argue the point of not themed. The character, is a metroid (literally i used metroid character as reference in blender). He uses a chain whip to grab boxes and move them left. The whip is modeled after the castlevania whip. It is 2d (Well technically 3d but locked to 2d perspective.) I would think at least a 3 is warranted for theme, in my opinion. If we were to finish the game, we would progress through levels in platform fashion (i.e. explosions game boxes sink through ground you platform right until you come to the next puzzle board), but our main goal was accomplished which was learning how to calculate the filled/empty volume of an area in 3d space.
Again thank you for your review.
This game is pretty silly. I felt like most of the points that I scored were by accident, and also I got stuck in the ramp. I do like the concept where you push and pull tetrino shapes to progress. Ultimately, I had a bit of fun blasting shapes around, but I wasn’t sure how to win or lose.
Thanks for playing the game, we should have added instructions in menu at least. Points are scored when you reach a goal amount of fill in any of the three sections. The goal target increases with level. So level 1 is 85% full but the gauge will show 100% full because we thought it would be more confusing if a zone cleared at 85% than if it cleared at 100%. But with each level the required completion percent gets higher, so eventually at level 10 you have to be 95% full to clear a zone. Whichever zone reaches goal all the shapes in that zone clear and you score points based on which shapes were present in the zone. If you score 1000 points all shapes on level clear and the % goal targets are increased. Sorry for the confusion but thanks for playing.
Oh yeah, and you can't win or lose, we didn't build any end game logic, haha. You can just score points till you can't fit anymore blocks in there.