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Shred Quest's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Audio | #15 | 3.500 | 3.500 |
Originality | #38 | 3.250 | 3.250 |
Art | #40 | 3.200 | 3.200 |
Overall | #43 | 3.100 | 3.100 |
Fun | #48 | 2.900 | 2.900 |
Theme | #56 | 2.650 | 2.650 |
Ranked from 20 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Did your team create most/all of the graphics yourselves?
Yes
Did your team create most of/all the audio yourselves?
Yes
How did you incorporate the theme "COMBINATION"?
In order to progress through locked doors, the player must unlock chords that unlock the corresponding doors. A chord is a combination of notes.
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Comments
Pretty cool! I like the graphics and the platforming is challenging but everything works great, I wish the melee attack range was bigger though xD
Nice Mario Bros vibes!
Platforming took some getting used to, but was enjoyable once you got the hang of it. There was tons of content here, with lots of well considered level challenges, although some of the later platforming sections were a bit frustrating. Also, there were a few places where the screen transition hadn't been properly taken into account when designing individual screens.
Glad to see sorting your boilerplate stuff left you a fair bit of time for content creation. Looking forward to your next MVM entry, where you can have more time to polish things!
Thanks a lot for the feedback. I did worry about relying too heavily on the coyote jump puzzles to make up for the ease of enemies and generous hit- and hurt-boxes. The screen transition is actually my biggest personal pet peeve about how to restructure my metroidvanias. I had to make sure that I wasn't putting the player in immediate danger when entering a new screen. Would you mind pointing out on the map which rooms/screens you noticed the issues with. I think I have a pretty good idea of which ones are the culprits, but I want to make sure so I can remember to address this in the future.
And thanks, yeah the rework was almost perfect for me personally. This is the first game that I can say I put thought into level design and managed to design almost all the rooms. I'll definitely let you guys know when the next MVM happens. I just didn't have the energy to dive immediately into the current one after this jam like I thought I would.
Great game, lots of levels considering the short amount of time. Admittedly the uber lenient coyote time took a second to get a feel for, but I got comfortable with it fairly quickly. Nice job!
Thanks! Yeah, I hoped the timer would feel natural pretty quickly to the player, but that wasn't the case haha. Yeah, I'm really surprised how many rooms I was able to fit in during the jam.
Honestly I think it was just I literally didn't know it was there at all to start, and I've played a lot of platformers so I was trying to time my jumps as I would in other games haha. After I realized how it worked it played very smoothly.
Guitar + Metroidvania, nothing left to say, I love it haha
Haha thanks a lot for playing. I can definitely see a sequel happening down the road.
I’ve grown to love this game. The platforming was strange at first, but it became enjoyable. The powerups looked alike but I realized they were different
Thanks for playing. Yeah, I went into the jam to test out an idea of how to make my metroidvania framework faster. Writing the boilerplate stuff is time-consuming and takes time away from focus on designing levels. It ended up being a good choice, but I had completely neglected making it a fun game IMO. I will say that this has been the first game that I felt like I put some real thought into level design, so I'm happy about that.
While I'm probably getting hit hard in some of the categories, I'm really happy about how the jam turned out. I accomplished the goals I set, and even did my first animation - Tommy.
I felt some stranger things vibes don't know why hehe, love the metroidvania, poor Tommy I wonder what happend to him, really great work!
Thanks for playing! Oh, it definitely was influenced by Stranger Things. Metroidvanias are fun to make, but really challenging. As for Tommy, I don't think we've seen the last of him.
The guitar theme is a cool idea, and I like the strength of knockback on the ghosts, which can lead to some precarious situations. A few parts of the map were unnecessarily tricky to navigate, but exploring the caves in general was actually quite interesting.
Thanks for playing. There were a few places that I intended to be tricky, but there were places where I assumed the player would intuitively know what I was going for and that was absolutely not the case. Thanks for the commenting on the caves! I was hopeful, but worried about how it would turn out.
I like the aesthetic and the music. I think the way you partitioned rooms by the camera position really lent itself to that classic metroidvania feeling which I loved. I did unfortunately get stuck with tricky jumps I couldn't get passed, but I think overall you made a really solid game!
Thanks for playing! Yeah, this was the first time I decided to go with rooms with a constant width and height. I liked the way I approached the structure, but I have a few personally issue with it that I need to look into solving. And yeah, I think one of the more common points of feedback I've been given is the difficulty with jumps. I tried to use that with a longer than usual coyote jump time to make up for how easy the game was. Only the cultists were actually difficult and they're still buggy. One issue is that is has a raycast that looks for ledges and then turns around if the ray isn't colliding with the ground. The problem is that once its out of its stagger state, it starts to check for the ground, see's that it's not there, and constant performs it's turn around. It's a quick fix, but I didn't notice the bug in time :S
Really fun ,etroidvania with great sound but I feel that the controls are a bit too floaty, like it takes 2 seconds to jump and land or maybe I'm too used to games like ori and hollow knight where its a lot more fast-paced action.
Thanks for playing I wanted a more snappy movement feel, although I don't feel like I achieved that well. I've posted in other replies in-detail that my focus wasn't the game itself, just testing an idea of how to implement a different metroidvania framework. I haven't played Hollow Knight in while so I would have to play again to see how it controls.
Thanks again for playing.
I second having a heavy metal metroidvania. I think having a bard system, where you play different notes for different abilities would be cool (like have a button to take out guita, play some notes on the buttons, metal fire dragon comes out and mercs some dude.) Um, the camera felt a bit funky in places. Other than that, solid jam entry!
Haha yeah, I definitely need to improve my art for it. And I like the idea of a bard system. As for the camera feeling a bit funky, that was one of biggest pet peeves and an important one. I enter the jam with the goal of implementing a different metroidvania framework than I have been using. It definitely sped up the process and I did want the camera to lerp to the center of the rooms once the player reaches the edge of the camera's view, but I think the issues lies on the camera itself. Thats one of the things that's on my list to explore and figure out if that was the case or something else.
Thanks for playing and leaving feedback!
I love this kind of spooky vibe! Levels feels a bit to large take so long to get somewhere. Other than that it's very fun with a kind of heavy mood!
Thanks, I tried to give it that vibe, but it wasn't one of my goals for this jam haha. I'm glad you played it and found it to be fun and not frustratingly difficult. I think I slacked off when it came to the player experience :S
As soon as I figured out you had to air jump to make some of the more tricky jumps I was able to get to the end without any major issues.
I really liked the premise, totally down for a rocker metroidvania that would be my jam. The switch to the final area was a cool shift in atmosphere.
There is bits of polish you could do but I think you know that yourself, it's a game jam so time constraints always makes that difficult.
I am hoping Tommy shows up again. If you ever do an update or do something similar would love to play it.
That's good. A common criticism so far has been the jumps and getting stuck, so its nice to hear someone actually made it to the end haha. And yeah, I loved the music transition into the last area. It just feel like a solid mood for the area.
In regards to polish, ohhhh yeah. I can list a bunch of things off the top of my head. Quite a few wouldn't have taken that much effort and time, but when the end of a jam hits, you just get lazy and chalk it up to the nature of game jams.
I could definitely see another metroidvania with Tommy in the future once my art gets better haha
Well done on getting that metroid feel! Very mysterious. I also got blocked at the door, but will go and try again based on reading comments. Nice work 😎
Thanks! Yeah, give it another go. Another helpful hint is that there are places that look and feel like you can't make the jump, but the coyote jump timer is really forgiving. Some leaps are misleading as well...
Nice feels and ambiance ! And i love the animation for the simple attack, very satisfying ! I was blocked tho at the second door (?) And I am not sure what is the use in the first power up if it is not to open door, it can probably be fixed with a few explanations in game ! Also that say what are the control for the new power up (I knew because I looked in the control before playing but I still had to click on every touch to find which one was which x)) But very well done, It must have been a lot especially with the sound and music too !
Thanks for playing! I came into this project focused on rewriting my framework for metroidvanias, so gameplay wasn't a factor until someone asked me if the controls were going to be floaty. Thanks for the comment on the attack animation. This is really the first I did my own pixel art (still very new to it).
As for the blocked door, if you are on the bottom floor in the center room, there is a door for the 2nd powerup and can only be triggered from the left side. It was an attempt to make players backtrack if they came into the save room on the right of that center of room.
As for the powerup explanations, I set those for the polish stage and was just too tired and short on time to make that changes and some others. Like you mention another about the controls section. I already had one setup in the main menu, so it was just lazy of me not to add that to the pause menu (WHOSE FONT IS SO BIG.)
I did everything myself except the music and font. I planned on making the music, but I was running out of time by that point.
Thanks again for playing and leaving feedback.
nice game with fitting music but it stretches the theme quite a bit lol
Most definitely. I went in with the goal of working on an idea of how to restructure my metroidvania framework. My other goal was to do my own art because I'm terrible and need to practice. In the end, I met most of my goals , but I would have liked to polished things that I didn't have time for.
Thanks for playing!
I managed to get to where I could see the second musical note but I couldn't get it because the jump was a little too far and I would bump into the ceiling. I'm not sure if there was some kind of dash that I needed to collect but I couldn't find anything. The first note attack didn't seem to work on any of the other red gates past the first one. Sad if I missed something here, but overall I think the game was a neat experience with a fun twist in using the musical notes to open doors. Nice work!
Thanls for playing! Theres a few jumps that are a little tricky and that one is one of them. Except for the final area, I think there's only one of the doors that react to the first power up.