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Engine
Godot
Team/Developer
RXBeetle, MuteMutt
External assets
Plug ins: Metsys, GDStateCharts, Dialogic. Some sfx wavs: gunshot, water explosion, bullet shell sound
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Comments
This is a charming and atmospheric game! I love the visuals and the narrative elements, however I couldn't progress past the first boss since the door doesn't open after the encounter. I think the controls being stiff kind of plays into the whole claustrophobia idea, however the game has a lot of other bugs/soft locks that can be ironed out with more time. Overall a great accomplishment for this game jam!
This was really cool, I love the art and animations it has a really unique look to it. I especially loved the ghost guy that appeared in the save room after unlocking the laser. I thought the claustrophobia mechanic was a cool idea and I really enjoyed crowbarring everything to death. I had a bit of a buggy experience getting soft locked twice, once when standing up in a vent and then getting pushed thru the floor, and then another after beating the first mini boss I got stuck in the corner between the ceiling thing and one of the wall shooters. The boss fight was cool but it was a little hard to tell what would hurt me, once I realized to just stay away from him when he was jumping it was crowbar city for him tho. Great job on this I had fun playing thru it!
very good art and animations. the atmosphere was really good, and hitting walls with your gun causing the submarine to break was a really cool almost-horror aspect. it made every shot feel important.
the controls felt very stiff, and the weapon switching felt cumbersome. the final boss guy had really cool animations but every time he hit me it felt like there was no possible way for me to dodge it.
the claustrophobia mechanic was also really neat, i liked the mouse icon in the corner
I'm really glad you liked those aspects of the game!
I'm also glad to know you feel that way about the weapon switching, I'm realizing that's really more of a first-person shooter mechanic, isn't it?
As for the boss maybe I'll give the player a dodge ability as well as make the boss's movement more indicative as to were they're striking.
Thanks!
Amazing art, atmosphere, and overall style but a bit buggy.
(I got softlocked in the 2nd room and some various animation bugs and boss insta killing me)
Would love to play a finished version of this without some of the more noticeable bugs
I really liked the rat animation for the clausto-meter as well as the captain in the wall.
(I saw that animation in the progress tab in discord in the middle of jam and was amazed)
The tall door for the final boss made me laugh as well as lighting him on fire
My favorite submission for sure though good job
Embarrassingly, I thought I had taken care of that second room bug very early on in development but I guess it found it's way back last minute haha... shouldn't be a difficult fix in the future though!
Also really glad you liked my animations! my friend and I are really passionate about our art (hopefully it makes up for my buggy dev skills -_-,)
Thanks again! <3
The art and sound on this game is absolutely insane - especially with the given time frame. I love all of the character designs and their idle animations, and the overall aesthetics and vibe of the game are extremely impressive. The fact that you have cut scenes with any kind of animation or sound effects at all is genuinely insane. I also really enjoy the claustrophobia meter concept, and I think that's really original. But with that comes one of my major overall critiques: the ability that you get that negates the claustrophobia meter at a certain health percentage feels like it gets rid of one of the more interesting gameplay mechanics, and I think some more puzzles that involve it would have been really cool to see.
Other than that, I did have a generally buggy time playing. Things like the wall jump animation can be a bit distracting when it's triggered so easily, and my friend and I who played at the same time both experienced a few soft lock issues in the first room. I also found the save areas to be a bit tricky to trigger. Another nitpicky issue I had was when using a gamepad aiming felt just a bit too sensitive and reacted a bit too quickly for the different zones/gates. It was great to see that gamepad was supported, though.
This game has so much heart and swag that it makes me want to overlook any other criticism. I have however encountered a handful of overall bugs and movement kinks, that if ironed out would make a very fun and unique experience. I really hope you keep working on this after the jam - a final final build would be great to see.
P.S. the jumpscare in the vent really got me. Thanks for that lol.
I thank you so much for you and your friends feedback, you've really made my evening!
I like your observation to the fact that I basically nuked the claustrophobia meter with that one ability, It was my way of reducing the difficulty due to time constraints but it's been made more clear to me that I basically just made it obsolete. (maybe I will deplete it by adding a unique pick-up replenish instead?)
Embarrassingly I actually forgot about the gamepad support halfway through the jam, I'm glad it sounds like it surprisingly still worked though?
Also I'm glad the jumpscare did its job hehe, thank you so much again!! This has really motivated me to continue!
The art and sound on this were excellent! Unfortunately I really struggled with actually progressing so it's hard to judge the metroivania-ness (as well as the effects of claustrophobia). I tried the "claw" boss several times but never figured out how to damage the main part and would get stuck in this loops of constant damage so having period of invulnerability would be good. The firing also felt weird not seeing the bullet or at least a smoke trail. Gamepad support would also have been really nice. I like where thing are going though, hopefully some of the kinks can get ironed out, would love to see more.
Thanks for the feedback! I will try implement these changes soon.
The boss you mentioned is defeated by shooting upward after shooting the canons, but considering another playtester's download wouldn't let them aim diagonally, I wouldn't be surprised if something else was amiss.
Thanks again for letting me know!
i'd like to play this but i'm guessing the reason it doesn't have any ratings or reviews yet is because it's a raw exe file which is absolutely something you should never download. godot also has an issue where if you embed the pck it will hit most virus detection as well, i'd recommend re-exporting it without the embedded pck and then zipping up the exe and pck together and uploading the zipped file. the art looks cool from what i can see in the screenshots, i'll check it out and rate it if it gets reuploaded
Thank you so much for bringing this to my attention! Embarrassingly, this is actually my first time uploading any sort of windows file online as I'm primarily an apple user... and I'm now realizing I'm three minutes too late to changing this as submission changes are now locked though.
Lesson learned here, I'll see if I can't get in touch and request the change. Thanks again!
It has been successfully changed into a .zip!
managed to play through the whole thing. the effort in the animation is apparent, ya'll spent a lot of time on that and it gives the whole game a real personality that's hard to create in these little jam time frames (or to be honest even in longer timeframes lol). the game itself has a lot of jankiness to it and there's not much feedback to a lot of things that really need feedback (as an obvious example the boss's jump attack doesn't have much feedback at all and definitely doesn't give any visual excuse as to why it removes most of your health). i really enjoyed how the characters at the beginning turned into platforms. i also think it could be really cool how you have to stop and aim and avoid missing, but i think since it stops your movement it should probably give you free range on where you aim. i like the idea of the claustrometer too, but they both felt like there just wasn't enough time to get them to a good place which is totally understandable. overall i'd say it feels really ambitious and i'd highly recommend rolling it over into the super metroidvania month that last 2 extra months. i think it could really shine with a little more work. overall very cool and i hope ya'll continue it!
First off, Thanks for playing! And I'll take SMVM into consideration, and even if I'm unable to submit though, I'll still try and find a way to implement these changes. (And thanks again for letting me know about the file type!)