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(+2)

Here are some criticisms, however I do recognize that doing a metroidvania in a game jam is in itself quite a feat indeed!

  • Platforming and player movement is key in a metroidvania. Dashing and double jumping doesn't work half of the time - its based on the beat, but its not clearly communicated what is the window of opportunity though. Would be good to give players a little more leeway here, and rather than make it not work, maybe make it work less effectively? Wall jumping generally isn't very reliable (its just a mashing of buttons for me) and doesn't seem to require following the beat.
  • The camera feels a little jerky (zooming out when falling a distance) - maybe limiting the fall speed and moving the camera in tandem would work better. 
  • Didn't like the general feel of the smoke areas which prevent you from jumping - its not obvious why smoke prevents you from jumping, and you just slow down the player movement. If it was presented as a sticky goop i'd be sold on the idea though.
  • Its not immediately obvious what harms you or benefits you from the minimalistic presentation, only until halfway through. Some hurt you, some bounce you back. Maybe color code it? At least the enemies need to look threatening enough.
  • General rule of thumb in a metroidvania-like game in my view: to teach players new skills in a safe space where they cannot die. There were some areas where the enemies just overwhelmed me before I learnt stuff. You did a great job of guiding players to learn new skills though, and glad that dying and respawning isn't too much of a deal.
  • Saxophone was a little counterintuitive - being spread over 2 powerups?
  • Suggest to let the player kill stuff - as it didn't really give me the power trip that usually comes with a metroidvania (where you grow stronger over time). Or maybe I didn't complete it all the way through? Got the moustache and reached the signboard but didn't find a way into the area with a bunch of collectibles.
  • The minimalistic style makes the exploration feel rather monotonous, although understandable for a game jam. I loved the boulder segment though!  You could have a look at the game 140 for ideas on how to make a minimalistic music game look really good.

That said, the idea of unlocking new layers of music to cause level changes is a really cool idea for a metroidvania. Also, I liked the platforms moving to the beat, they remind me of the music rooms in Fez. All in all, I did have fun!

(1 edit)

Yay thanks so much for your feedback!

I still struggle on how to make a good tutorial for this kind of mechanic, I did try to have a tutorial button under the player but its not obvious enough when I watch the streams.  I also thought of making the jumps and dash less effectively off-beat, but then the level design would need much more thinking than not executing the action. Will definitely think more about that. I also just have a patch to make players more powerful thanks to your feedback: kill enemies by contact. This game satisfies my will to make a metroidvania but I don't think I will make another one for a game jam haha. 

Game-design wise, I get you on the rule of thumb. I didnt have enough time to design all the rooms for that purpose so I squeezed them all in. Would definitely enlarge the world for practicing rooms if I work more on this. Saxophone was for 2 powerups because they are both jumps, but also Im afraid players get overwhelmed with too many tracks to listen. I will surely revisit 140 for some more design choices. 

I also hear you on the graphical representation of the black thingy, enemies and other things in the game, just poor design choices. I will improve that and populate the world with more details like vines and all if I work more on it. Thank you very very much for leaving much feedback, it means a lot to me. I see you're busy with your entry in both the Music game jam and Brackeys game jam, good luck with both of your entries!!