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(+2)

I don't have a controller so this was really janky to play, but the intended way is with a controller so not your fault. From what I could tell so far, the art is used really creatively and the menus are all really polished. Wish this had more keyboard support, but looks like a great game anyways!

yeah sorry for that , i'm more of a console player so it is very hard for me to decide how to map the buttons for the keyboard , I tried my best tho . Maybe it is because the way you play super metroid is burned into my muscle memory . 

what would you change for the keyboard controls ?

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I feel like first off adding controls descriptions for keyboard would help! I saw the tooltip that said press R1 and I was like "I have no idea which control this maps to". The jarring thing about the controls on keyboard is that you can't shoot diagonally without moving. I'd assume that the aiming is handled with twin sticks, right? If that's the case, I think there are 2 routes you could go that come to mind. 1: You could make aiming happen with a mouse, while still constraining it to the 8 directions. 2:  This one is a bit worse but you could have a button that locks your character in place and makes the arrow keys move.

aiming diagonally is mapped to Control ( maybe this gets rid of the jank and makes you give the game another shot :) , maybe ?) , and yes I should have had tutorials for keyboard controls  , I will add these in a improved version in the future . I also knew about the need for keyboard tutorials , but at this point in development the final boss was bugging out and there where still no credits . 

Should I have focused on accessability instead of adaptable music ? ... maybe , 

I  put the controls on the game page but I guess that is not obvious enough . 

For the idea with the mouse , I dont think this would work because of the way my aiming works in the game and a few abilities later on in the game . 

and for the second idea , thats how it works , just not the standing in place :) 


thanks for replying tho , and btw I did write a very detailed comment for your game , check it out if you want 

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oh sick, I'm definitely gonna give the game another shot now, it seemed really well done. And hey, little improvements that you run out of time for, that's just a part of the fun of game jams!


I'll check out the aiming with control and reserve my judgement on the aiming until then, your control system is probably better than my idea

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Ok I gave it another shot and wow, I'm enjoying it a lot! I love metroidvanias and this one is no exception. I like the morph ball and how the map opens up more with each powerup. The cave area is also really cool and the music helps sell the change in scenery. You control scheme is definitely better than my suggestions, feels natural.  But uhhhh I'm at the part where you get the double jump and it doesn't seem to work when I press space twice, what's the key for that?

its A , you can look up all the controls on the game page , gut all the buttons you will ever need for abilities are WASD 

I m glad you are enjoying the game so far and btw you are currently not even 50 % into the game , there is a lot of content

 

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I ended up figuring it out by randomly mashing the keyboard LMAO. Looking at the controls was probably the better way of doing it though. I got thru the cave to the icey part, and I can say that I really appreciate the coyote time on the tunnel drone parts. The cave area is excellent and fun, and I appreciate the ability to explore for extra health pickups.

The icey Getting Over It part is very frustrating, which might very well be the intention. The higher jumps seemed so tight that you couldn't make them if you jump off the edge of the platform, you can only make them by abusing coyote time. That combined with the huge amount of backtracking you need to do each time you fail a jump makes it feel very discouraging. I feel like either tight jumps or losing all your progress on a failed jump can be fine, but the combination of both is kind of unfair. I'll have to come back to it later to try and beat it.

yeah getting over it was actually the inspiration for the mountains , but I don't think the jumps there are so tight that you have to use your coyote time , at least my little brother did not have to much issues , maybe you are missing something ?  

Your little brother is probably just better than me!

This is the part I was talking about, I finally made it but only because I waited until I was falling off the edge of the platform to jump

Now I am unsure of where to go next after I get the warp on top of the mountain. It seems to loop around to the start but I am not sure where I need to go to progress. Also is it possible to teleport between warps? I accidentally hit the cave warp when looking for where to go next

if you are on the top of the mountain where the checkpoint is , you just have to go left until you enter in the next area , and a small tip : 

try jumping as the morph drone to jump further