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Lost Paradise's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Metroidvania | #1 | 4.300 | 4.300 |
Overall | #2 | 3.550 | 3.550 |
Sensory | #4 | 3.500 | 3.500 |
Execution | #4 | 3.200 | 3.200 |
Enjoyment | #6 | 3.200 | 3.200 |
Ranked from 10 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Engine
Dream.Vania (custom engine)
Team/Developer
Dri (solo)
External assets
Reused some generic icons, tiles and sound effects from past projects
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Comments
This was a crazy huge game for a jam wow. I ended up finishing it in 52min with 61% completion and 2 deaths.
I think the art all looks really nice, it kinda reminds me of GBA games from when I was younger which I love. There is an insane amount of pixel art in this game between all the different biomes and stuff great job. One minor thing I think would improve the pixel art is fully animating the idle animation instead of squashing and stretching the sprite I think would've looked better.
The gameplay was all solid and there were a great number of new powers to unlock throughout the game. I found the wall jumping a little frustrating to pull off since you fall off the wall instantly when you point the analog stick towards the direction you're planning to jump towards, it'd be nice if you stuck to the wall for a tiny bit like super meat boy does. I liked the ability to dash twice a lot and the jumping up waterfalls was fun to spam jump. I would've really liked the fast travel to be unlocked way earlier, I found it in the final area and at that point I was ready to finish the game so I never used it.
The game was a bit too easy overall for my taste. The bomb attack does so much damage I was just one shotting everything with it and once I had 6 or 7 life I was completely ignoring the boss mechanics and just bombing them to death before they could kill me. Maybe some optional challenges would've been nice to add, I think there was some real opportunity for cool platforming challenges with the dashing, grappling hook, and double jump all being so fun to use. Altho I didn't find 40% of the items so maybe there was some tough optional stuff I never found.
I don't mean to be overally negative or anything, I just spent so much time playing this game I had a lot of thoughts I guess lol. Overall I really enjoyed playing thru your game and it is a very impressive jam entry, great work!
What a meaty experience--very impressive amount of content for a jam game! Completed and found everything except for one drone chip.
Fun map to explore, had good connections and never got too tedious. Abilities were all intuitive to use. Satisfying pace and variety for power-ups and upgrades.
I ran into two issues: 1) at some point I stopped being able to unequip my first three talismans, so I was unable to swap those out. And 2) I was able to dash on an inclined ceiling to get into the submerged area before I got the scuba gear, which was a softlock (easy enough to exit to menu though).
With how large the the world was it was really nice having both a map and minimap and the ability to place markers. A minor gripe though was invisible walls wouldn't be marked as room boundaries, which made it hard to tell if those were paths I hadn't explored or not.
The art, sfx and music all fit well. The music might've gotten a little repetitive, since I think a lot of the area themes sounded similar. Nice detail being able to equip different outfits, and them having both lore and a purpose in unlocking things is neat!
The worldbuilding through all the logs and flavor text was cool. Seemed ambitious and I got the sense that a lot of history was thought out which I appreciate. The ending was a bit abrupt, but that's understandable considering how much else was present here. Great work!
This was just what I needed! Outstanding, well..., everything! There were a few very very very minor points:
It was 1:46 for 100% and wanted to note some extra great bits without spoiling them. I loved how to get the vengeful talisman, as well as how to get into the room with all the hanging cages for the talisman upgrade. Also, I felt the lore was really easy to read, not too much text but enough to really tell a story.
Also the pacing was sooooo gooood! I never felt lost, and having the markers meant I generally had an idea on what to do/go back to.
Again, stellar job!
It took me 3 hours and 17 minutes to finish it over a period of 2 days, although I was missing two talismans and one ability. I loved everything, from the art to the way the story was told. The GUI is a 10/10. I loved that the map had a simplified version and a more detailed one, and being able to place markers is super useful, especially with a map as large as this game’s.
I must admit that the music can be a little monotonous even though it changes a little depending on the area, but it's okay, it doesn't get tiring or anything.
I finished it because it genuinely hooked me. I have nothing bad to say about this game except for a few bugs:
I got stuck in this area using the "Mist Dash":
Also when entering this area from the right:
And as a final detail it seems that there is a bug with the talismans since I suddenly stopped being able to unequip the ones I already had equipped and therefore I could not use the last talismans I got.
Anyway, I think this is one of the best contenders of this Jam, a great game and well polished in all aspects.
A great job that is to be admired.
This is highly polished and I am somewhat envious of the ability to put this together in a month. There’s so little to say about it because it is such a good example of a Metroidvania. I guess that would be my one criticism: it ticks all the boxes so well it lacks an identity of its own. We have large interconnected areas, traversal mechanics that unlock areas, save points, a story that unfolds in parrallel with the the player’s understanding of the environment.
Okay, one actual criticism. There’s a certain enemy that appears to be invulnerable that we see very early on. I think their dimensions would benefit from some shrinkage. Given the tight spaces and their unpredictable paths, it’s a bit too hard to avoid them in areas where they are not trying to specifically keep you away from something (like the chip in the first area).
This is insanely good for a solo dev project in a month!
Reading one of your blog posts on how you can build levels with your engine (plus some reused assets) I think that gave you a very large time advantage and let you polish your game a lot more.
Excellent pixel art, enemies, mechanics, story, and a longer game as well (took me 2 to 3 hours)
Struggled early on to find the second ability because of so many options and I got into city skipping an ability check
Got 100% minus the 3rd journal I looked for like 30 mins lol
The final boss was a bit on the easy side though
Insanely polished game minus one major bug:
When I got to final prompt at end of game I hit B button and the game crashed and that deleted my 100% save so I didn't get to see the ending. Will watch one of my team members play so I can see it
This game is very well done excellent job
Thanks, I'm glad you enjoyed it! ;)
And yes, it was very important to me to block out an alpha as quickly as possible and then dedicate the remaining time to polish. In this case it was 3 weeks to get that first version up and running and the final week for polish. My custom engine and tools are a definitely the reason why I can manage that.
And thanks for reporting this bug, I fixed it for the post-jam version (as well as making sure resting writes the save file to the disk, so you don't lose too much progress after a crash). You didn't miss much though: after that prompt was only a final fade to black and then the credits. ;)
i played silent paradise back in the last mvm i submitted to, cool to see you're still doing this! this one's really large like that one for such a short jam. the writing is good, it's got a lot of fun ideas. the movement and combat are still pretty stiff from what i remember last time but they still get the job done. the push back on the melee is really harsh and there's a lot of blind falls because of the way the camera has a margin on the bottom. i liked the variety of locales and enemies though! and the general setting is just really cool. i enjoyed it overall, awesome to see your stuff again!
I'm really glad you liked it!
If you play with a gamepad, you can use the right thumbstick to orient the camera a bit and better see where you're going. Sadly there's nothing in-game telling you that, and I have no idea how I could have the same feature with the keyboard controls (I'm open to suggestions if you have any!)
i'd recommend removing the margin on the camera for the up and down movement and making sure that at least one platform for progression always fits within the camera limits. alternatively if you really want to keep the margin, just move the camera back to center if the player stands still for a second or turns around. for controlling the camera on keyboard i'd recommend crouching moving the camera further down after you hold it for a second, same with holding up. nine sols recently released and had a great solution to this too, which was that you had a small robot that could fly that you use to scout the areas ahead of you but that's obviously a more involved solution to make especially in a jam. i'm looking forward to seeing what you make next year if you decide to participate again!