Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(1 edit) (+1)

Hello! First of all, I really appreciate the in-depth feedback and constructive criticism! I'll try to address a few of the things you pointed out below:

First, I'm glad you really enjoyed the atmosphere of the game!

• The door collision is definitely something that irks me aswell, but I had problems with implementing collision for them before. I'll definitely look into that in the future and try to find a solution!

• I probably won't implement a typical pause menu with inventory and stats and such, but I'll probably make it so that pressing Start pauses the game.

• Still haven't figured out a solution to the Charge Shot flickering not staying on when you change screen, but I hope I can fix that in the future aswell.

• That scanning Virtus behavior is definitely a bug, I'll fix it as soon as possible, thanks for pointing that out!

• The Escudo thing is because I need to reset the scene, because I can't make Actors have collision that behaves like a wall, I need to completely load a different scene. I could probably solve that by saving the Player Position before the scene reset though... will look into it!

• Don't think there's really a solution for the Jellite problem, I'll just need to be more careful with their placement, and make it so the player can't reach them from below I guess!

• Platform behavior is intended, it only happens if you're at max speed, even though it's not very noticeable, there's a slight acceleration to the character, so if you don't stop holding left or right, you can cross small gaps like that, could be interesting for speedrunning aswell!

• The log sprite running in place will be fixed, thanks for pointing it out!

As for the other feedback:

• There will only be 3 shooting minigame sequences, they can be replayed by selecting "Reminisce" at the Player Ship menu, if you're so inclined to gather all the Insignias (Since a few of them require you to accomplish certain things in the shooting minigames).

• I wanted to keep the gameplay kind of "simplistic", and also I need the D-Pad so the player uses the different shot upgrades. I wanted to avoid using button combos and such, since that could get kind of overly complicated for a Gameboy game.

• My intention was to make Scanning kind of a risky thing to do, you need to get up close and personal with the creatures to collect their logs!

• You're right, I'll probably increase the jump height a bit more so the Player can reach the same height as the platforms!

• The pause menu with all those tabs implemented in it is currently out of scope for me, but who knows in the future it might happen! For now, it'll have to stay like that. Also, I want the player to really pay attention to the maps and try to memorize rooms, or even write the layout down on paper (kind of harkening back to old times ahah), so that people don't overly rely on opening up a map menu ingame everytime they get a bit lost. 

• I'll add a message once you save the game saying that the player health has been replenished!

• I'll have to investigate that Gloop problem, I can't recall ever seeing that happen...

• That makes sense, I'll do some test with adding a "charging" state and a "fully charged" state to the Player character.

• Virtus should be dropping an HP refill, so that's another thing that's not supposed to happen, will fix!

• Will look into implementing the ??? text to Warp Points!

Thank you so much for all the feedback, I really appreciate it! And I hope you enjoy the rest of the demo!

(+1)

WARNING: SPOILERS AHEAD
Figured out the Gloop thing, it was just a skill issue after all haha. Spikes doing 4 damage sure is brutal o.o I was able to get the Voltanium Shard but I couldn't get out :B My first Metroidvania was Metroid Fusion so I'm probably just too used to all the quality of life stuff in modern games.

I'm sad the demo is over, but I'm excited to see what comes next.

That being said, I have one more suggestion:
• Perhaps the bestiary could have the sprite of the enemy on the menu, otherwise just choosing from numbers is very ??? Some enemies are larger though which might make it more complicated, there would need to be less entries on each page.

I also did find (possibly) 2 more glitches:
• I've noticed that killing a Karkanon while it still has a shot on screen causes the shot to stay still and linger.
• I'm not sure what caused it but I noticed that there was 2 occasions where I had 4 out of 5 health and picking up another health caused me to drop to only 1. I've not had it happen any more times though, I dunno if I didn't notice getting damaged since I was playing it while tired.



(1 edit)

Nice job getting the shard! It's possible to get out but it requires a very precise jump and downburst. Also, you can also get to it without taking damage with precise downburst movement, but that's not the intended way to get it (you will need to wait for the full game to figure it out!). 

That's a nice first Metroid game, wish I could forget all about those and play them again!

My initial idea was to make the spikes reset your character to the initial position (think like Hollow Knight does it, if you've ever played it), I'm still not quite sure if that's better than just having them damage the player... will need to playtest more to decide on that!

----------

• That's an interesting idea, but I think it would lead to waaay too many pages, because GBStudio cannot handle too many sprites in a row without visual glitches, but it's true that it would look way more appealing that way...

• Will need to investigate the Karkanon glitch, thanks!

• Do you remember by any chance which screen the weird HP drop happened in? It's probably a wrong script on a specific screen, I'll look for it!