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A jam submission

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Action platforming metroidvania.
Submitted by stealthnachosgames (@stealthnacho) — 1 day, 11 minutes before the deadline
Rated by 6 people so far
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Engine
Godot 4.2

Team/Developer
stealthnachos

External assets
Ovani for the music and sounds, CC0 sound from Freesound. Everything else I made myself

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Comments

Submitted (1 edit) (+1)

I really enjoyed playing this one! the aesthetic is well rounded and nothing seems out of place.

My run was unfortunately ended early as I foolishly used the wall-cling ability mid north room transition and clipped into the ceiling, I feel like it really isn't that big an issue though as I shouldn't have done that in the first place, lol.

Will definitely try again later though as I really want to fight the mentioned boss!

Developer (1 edit) (+1)

that's not something i had anyone else do and i didn't think to test it myself, sorry about that! i tested it out and it took a few tries but it sent my guy flying through the roof and out of bounds. i'm surprised that never came up before, but it seems to be specific to going into a northward room. really the fix is that you shouldn't even be able to use the hookshot during transition lol. anyway thank you for trying it and the feedback and let me know if you get a chance to complete it!

Submitted(+1)

This is super sick, I loved it. My final time was 1266 or so.

At first I was a little lost due to the lack of a map, but I’m actually really glad there was no map. It felt rewarding to recognize the terrain when I was re-exploring old areas with the tonfa jump. I also really loved the abundance of secrets and health/damage upgrades everywhere. I found the sash at the top of the map and that felt really good to get.

That one room before the end with the chain grapples + tonfa jumps was really satisfying. In general I love how the grapple gives you a little hop at the end, it makes everything flow so well.

Loved the final boss too. The attack pattern felt really good. My only possible feedback for that fight is it would have been cool if the boss required you to grapple at some point, i.e when the boss jumps away, if it spawned ‘grapple points’ (or even if there was a couple static grapple points throughout the boss room), that might have been neat.

Really great job. Also the art style is so cool. The high-contrast white-with-shadows design for the player + enemies is great, I haven’t really seen that style before.

Developer

i'm really glad you had fun with it! i wish i had been able to spend way longer on the boss, i had a lot of ideas that i just couldn't make time for because of how inefficient the room set up was. i even had a concept for another boss that was supposed to be in the area with the moon that i was super hoping to get to, i plan to continue it though so hopefully i can get the bosses behaviors the way i want in that version. thank you so much for playing it and for leaving feedback! it really means a lot

Submitted (1 edit) (+1)

This was awesome, I like the art style a lot it reminds me of hollow knight a bit. I thought the needle power up was cool and I liked the double jump, tho I kinda wish it was just a normal double jump instead of having to hold attack to use it, it felt a little awkward. I really like the boss music it was a banger, all the music was good but I felt like the first song didn't fit the vibe of the game super well. I liked looking for secrets to find the level up statue things, but it felt unfair that some of the balls could bounce into the acid and I'd lose them. Overall this was very fun, great work!

Oh also, I really wish you could move with the left analog stick instead of just dpad, and I like your username I think it is funny lol

Developer

i'm really glad you liked it nickbdawg! those orbs that fall in the acid actually do still get added to your total but i probably should've made it more obvious when your total increases lol. thank you so much for the feedback, it means a whole lot!

Submitted(+1)

Fun game! The art style's really unique and I think the thread mechanic has some real potential. The final section was a little frustrating, using the lanterns to get across with the thread felt like they were just slightly out of reach and was more or less random if you could actually make it across on a given life. The boss only has one opening for a fraction of a second, so the fight becomes a waiting game which can feel a bit annoying. Overall really good!

Developer

it sounds like you may have missed the second upgrade which i didn’t think was possible. there’s a charged shot you can find that gives you an extra jump. i thought those final jumps were impossible, i tested them a lot but i guess they are doable which would definitely be frustrating to try to do. the boss is also built with the charge shot in mind so i’m not surprised that was frustrating as well. goes to show how one little thing can really damage a game lol, thank you so much for playing and for feedback!

Submitted(+1)

Ah that makes sense lol. I'd wondered what the screenshot was with that space area, never saw that location, guessing it's there?

Developer

it’s near there, that part takes place after you get the second powerup. there’s actually 3 powerups in total but the last one isn’t required to beat it. apparently the second one isn’t either lol!

Submitted(+1)

feels very hollow knight-y!

a few notes:

i noticed a bit of jittering on the player when the camera moved to follow them. in my experience, this has happened when moving the camera in the “_process” function instead of the “_physics_process” function

also, the needle ability seemed inconsistent in its distance- there was a room with some big gaps between the “needle hook grabbing” things but it just felt like random chance whether or not the hook would connect.

overall, the map design felt pretty good! i only got to two different areas, but i felt like i could find my around decently easily- i accidentally closed the game, but was able to find where i left off with little difficulty.

good job 👍

Developer (1 edit) (+1)

the camera is on the physics process and i wasn’t able to replicate the effect you mentioned on either linux or several windows computers so i’m not super sure what was happening there. i’ll take another look and find some more places to test it. did the room you’re referring to with the lanterns have green liquid at the bottom? that room is supposed to need a second powerup to get through but another commenter mentioned being able to get through without it which would make the boss very frustrating. clearly needed to do some more testing there. thank you so much for trying it and for the feedback, i really appreciate it!

Submitted(+1)

i have a 165hz monitor, so maybe the ultra high refresh rate was causing an issue with the camera there?

and yeah, the room had green liquid at the bottom- it makes sense why it was so difficult now lol, i was able to almost make it and so i just kept trying for a bit. might have to take another look at this one cuz i liked the level design

Developer(+1)

oooo that is such a good point, i don't have any high refresh monitors on hand. i will have to get something to test with in the future, i never would have thought of that. i'm definitely going to keep that pit in mind, i really thought i had a good grasp on this notion of keeping things in sight and making unpassable areas really clear and i really don't know what happened there. it's fun to do if you have the upgrades so maybe i just didn't think enough about it but i definitely will consider stuff like that more closely in the future. thank you again, some very helpful info!

Submitted

Any chance of getting a Mac/WebGL build? Looks good and I want to play

Developer

i've done 8 jams before this one and i've never gotten the webgl build to not have bugs. usually it's the sound, sometimes it's the particles or the ui will be messed up for no reason, i just find that it's not worth it. i'll see about making a mac build later though!

Developer

i took a look at both, webgl won't cooperate as usual and exporting for mac seems to be a nightmare. i can upload a linux build that works but that's about it, apologies!

Submitted(+1)

Ah no worries thanks for having a look, so out of interest, can Godot only build for Win/Linux? I was thinking about trying it, but not sure I will if I can’t create WebGL projects 

Developer

honestly given that so many other people make perfectly functioning webgl builds it's gotta be something on my side but i'm just not sure what. godot can build to win/mac/linux/html/android and it has a robust bunch of settings for each. i'm pretty sure the major issue i'm having is that a few of the assets i rely on are not cooperating with the export for webgl, i'll be looking for others soon to test with. godot is great though, i've used every engine i could find out there and as far as i'm concerned godot is the best available currently

Submitted(+1)

Not a Godot user, but in my experience web builds require some special care, but can definitely be worked around. I branched off of my main game once it was done and had to adjust some code to make my web build work properly, but it wasn't too difficult. I find that it's worth it for Game Jams since web builds generally get much more attention.

Developer

that is true about web builds getting attention but i find that just commenting sincere feedback gets me the feedback i’d like. that said, i would still like to use webgl builds just because it’s convenient for people so maybe that’s what i’d need to do as well, just make a second branch

Submitted

For the record, in Unity I've never had to adjust scripts for web builds. Seems to be very straight-forward in that engine, might be worth looking into