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A jam submission

Steve Runs to the MoonView game page

High-Speed surreal platformer
Submitted by Mr. FishBusinesman (@bren406151) — 12 days, 11 hours before the deadline
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Steve Runs to the Moon's itch.io page

Results

CriteriaRankScore*Raw Score
Sensory#251.6402.200
Execution#251.3421.800
Enjoyment#281.3421.800
Metroidvania#290.8941.200
Overall#291.3041.750

Ranked from 5 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Engine
Pixel Game Maker MV

Team/Developer
brennennen

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Comments

Submitted(+1)

Things I liked:
I loved the chaotic and "nonsensical" art along with that glitched atmosphere. The music also fascinated me and fits very well with this aesthetic. The player animations are quite good, and I like that throwing knives gives you momentum.

Things I didn’t like:
As Dreamnoid already mentioned, losing momentum when jumping makes the controls feel a bit clunky. Exploration feels unnecessary; you only need to follow the correct path to finish the game, without having to collect any artifacts or keys, which isn’t very Metroidvania-like. You can also practically finish the entire game without killing any enemies.

Another thing is that some abilities aren’t explained—or at least I couldn’t find the instructions—like dodging and throwing dynamite.

Even with these issues, you’ve earned a new fan. I love the aesthetic of this game and your other projects, and I look forward to seeing more of your work in the future.

Developer

thanks! i really appreciate the feedback 

Submitted(+1)

I'm not really sure what to think of this game.

I really liked the animation and sound design for the whip. The visuals and sound are otherwise pretty unsettling, which is kind of interesting.

Throwing knives on a wall and then jumping on them to climb is a great idea. I fell to my death in the segment where you're taught how to throw knives repeatedly to stay in the air. Again, this is a very interesting idea, but dying there sends you all the way back to the start, which feels really punitive and discouraged me from retrying.

But so far I failed to see the 'metroidvania' part. To me, it played more like a Sonic game. You're going so fast that you zoom through the levels and it seems impossible to mentally map or explore this world (though they were a few places where I suspected an alternate route to be). Also, it felt really strange for the jump to stop all running momentum. It makes the character quite "sticky" instead of fluid like Sonic.

There may be something here, but I'm not sure the metroidvania formula is a good fit for this game.

Developer

I tried to fix some of these problems in the game i just released since it uses the same character controller, your feedback is very helpful thank you