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Tower of Eden's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Visuals | #13 | 3.250 | 3.250 |
Execution | #21 | 2.500 | 2.500 |
Metroidvania | #22 | 2.500 | 2.500 |
Overall | #22 | 2.500 | 2.500 |
Enjoyment | #26 | 2.250 | 2.250 |
Audio | #28 | 2.000 | 2.000 |
Ranked from 4 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Team/Developer
Brandon, GradyTheDev, Terrasquad, Alm4nditte, Vulkaara, HighTowerBK, Wizcats, Curyzito, Kinsei, Wovri, Enderman5014, Andropas, BigBellySmurf, Honey
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Comments
A quick note on these notes: For better or worse, as will probably be clear upon reading the following, I didn't have a great experience of this game overall. I want to be clear that the following is offered in a spirit of hopeful improvement--making your project the best it can be--rather than trying to tear anyone down. If you have further questions or want a playtester for the future, you can ask here or find me on the Metroidvania Month Discord.
Notes:
The game looks pretty so far! It isn't quite my style but it is pretty coherent, and the music seems to match what's happening so far as well.
The game really needs a check under the hood for dropped inputs and the reasons they're happening. If that's not what is happening, there should be some major changes to convey to the player when they can or can't jump. I experienced dropped jump inputs both with a keyboard setup and with a controller, assuming "space" was the jump key.
Please have players on every platform check the game for softlocks. I found at least two places in the game as it exists where my character simply began to run in place, seemingly forever, and if there's a way to leave that state once I'm in it, I don't know what it is. I have video of this if you want it (you can find me on the Metroidvania Month Discord by looking for kkairos.)
I have a feeling that there's more content here than I actually saw, but hitting two different softlocks plus the dropped inputs has sort of discouraged me from playing further in the game's current state. As it stands I'm not even sure I've seen enough to rate the game fairly or even judge if it's really in the genre for the jam. I will be following the dev who did the upload in case there are further updates, however! Keep us posted!
Enjoyment - The combat and movement is fun! A few times I wished their was a bit of "coyote time" when jumping near an edge.
Execution - Very awesome start! The controls feel smooth and the jump/roll is nice!
Visuals - Nice pixel art and style. Would be even better with some parallax backgrounds and more decorations. A few times it was difficult to differentiate walkable tiles and the background. Parallax would help that, also having more saturated colors on the player layer, and more desaturated colors in the BG.
Audio - The sound is also a great start.
Metroidvania - Really felt like a metroidvania!
Keep it up and good work! And please check out my game when you can :D
This is a pretty fun and cool looking little project. I like the painted backgrounds.
Some thoughts:
- I've had a music issue when playing Godot games before. The music was crackling and choppy. I'm on Windows, not sure if this is a bug. Either that or the music might be tied to the frame rate.
- The art style seems a little inconsistent with oil painting backgrounds and a more pixelated foreground look.
- I'm not sure if you can attack in the game. Maybe introduce the mechanics through game play? I believe I managed to roll at one point, although I couldn't roll again.
It's clear the game is in an early stage, so I'm sure your team knows where improvements could be made. Good luck with future projects!
it's possible to attack enemy with a sword since starting game
I’m glad you liked it. It was certainly a learning curve for all of us.
I’m not sure why the audio was doing that, it never happened in development.
That’s a fair point on the art.
You can roll with ‘S’ and attack with left click. But the roll can be a bit buggy.