On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags
A jam submission

YesterSolView game page

Metroidvania PreAlpha Playtesting. A small hero with a magical spear.
Submitted by NeatGames (@neat_games) — 3 hours, 57 minutes before the deadline
Add to collection

Play game

YesterSol's itch.io page

Results

CriteriaRankScore*Raw Score
Execution#14.4444.444
Overall#24.3114.311
Metroidvania#34.4444.444
Audio#44.3334.333
Visuals#44.3334.333
Enjoyment#44.0004.000

Ranked from 9 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Team/Developer
Neat Games Nick (Solo)

Leave a comment

Log in with itch.io to leave a comment.

Comments

Jam Judge (2 edits) (+1)

This is a great game so far! I missed it out the first time you entered it in an MVM and I think in the process I missed out. Bullet point review below, from overarching down to smaller details

  • Mechanics are solid overall
  • Controls are pretty good overall (at least for controller, though I tried a small amount with keyboard/mouse)
    • The main menu can be used by controller but it's not obvious. I recommend having more buttons act as confirmation buttons when in doubt
    • There should probably be an attack button on the keyboard that works nicely with either WASD or the arrow keys--but if there is, I don't know what it would be from the documentation. The controller layout is pretty intuitive though, IMO, at least re XB360
  • World design is great overall
    • The nonlinearity is very well-handled in the version I played for MVM 20 Super--I got the impression the number of possible legitimate routes through the game was actually at least a route or two more than the route I've taken thus far, and that's not necessarily even accounting for the east/west choice.
    • I am missing one of twelve key pieces--if there's some way to get a hint about this ingame, so that I might at least get a notion on which room I've yet to scour sufficiently, I don't know what it is
    • I would suggest asking critically for each one-way transition whether it really needs to be one-way. Unless you're gating so that the player will use a power to get back, it feels like they more or less just get punished for taking a "wrong turn at Albuquerque."
  • Enemies and bosses are well-designed and I enjoyed fighting them, mostly
    • Bosses could be slightly more telegraphed, the prince/princess ones in particular
    • Please give players a damage upgrade option at some point or decrease the amount of hits each enemy takes by 1. Too many things take too many hits to kill.
  • Audio-visual presentation is fairly on point
    • It might be a tiny bit too cute for what's happening, but aside from that dissonance, and a weird lack of music during some of the boss and brawl sections, I don't really see much issue
    • In overall options please give a windowed option and maybe an option to turn down the visual effects a bit. I would have given you some video reacts to look at, but my computer may in fact not have been sufficiently powerful to get those without a lot of frame-skipping.

Overall a solid 4/5 all around for me except the genre which is an easy 5/5. I've played about 1-2 hours at this point and would readily volunteer to beta test when the game gets to that point. As you probably know as a dev, any potential problems I'm pointing to here are mostly minor pain points as a user and not necessarily a pointer to an exact solution. Best of luck continuing this one. Consider it wishlisted per your request. :)

Developer

Hey thanks for the awesome feedback~ This is exactly what I was looking for, added your points to my notes :D

Submitted

Great game! The polish is nice and all the elements (art, music, gameplay) work well together. The gimmick of throwing your stick and using it as a platform was fun. 

I didn't get too far into the game (had to switch back to work), but in general found it fun. I am wondering how it will keep the platforming interesting since the stick gimmick was the major progression tool.  

Good job!

Submitted(+1)

incredibly polished and nice looking,

altough i got stuck after unlocking the dash, i even found a sequence break 

(i didn't progress because idk if i really should, where in some sloped room in the forest you can position yourself just right to throw a spear and dash towards it), it lets you bypass a lock

Developer

Hey thanks for playing all the way to the dash!  If you can, post a screen shot of the spot :D There are a quite a few skips I need to fix haha.

Submitted(+1)

I love the progress you've made since the last time I played it!  The controls feel very good and I love the lighting, art, and music.  The world is very immersive and it makes me want to explore.  I encountered a bug where I couldn't die but I kept playing until I fell into a pit and I wouldn't respawn.  Great game though, I'll definitely play it more.

Developer

Thanks for playing and thanks for the bug report~! (What were you doing when you became invisible?).  Great to hear about the immersive world, that's what I really want to achieve :D  

Submitted(+1)

I had died to the buzzsaws a few times, but I don't recall anything of note otherwise.

Submitted(+1)

really fun game!! well done. i don't really like this sort of graphics and map, but they are without defects

Developer(+1)

Thanks for playing! Yeah I do need to tweak it for sure.  Trying to be "unique" be avoiding traditional pixel art and Hollow Knight hand drawn, so going for an in-between look.

Submitted

style is perfect, children love much it. but i'm addicted to old nintendo sprite style, ahahahah

Submitted(+1)

Nice game! Love the fact that returning the spear also does damage!

Developer(+1)

Thanks for checking it out :D I'm glad the return damage is working~