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This is another chill take on a metroidvania! Not as chill as that rhizome game, but still pretty laid back! It’s good to see that a game doesn’t have to have oodles of enemies and combat to make it engrossing or fun! I’ll need to remember that when I make games. I also like the story that’s interwoven into the game play and makes me want to add one to our game.

I think the biggest issue of the game is the choice of camera motion. Having the camera quickly switch from one level grid to another while jumping platforms is disorientating and frustrating. You can’t see what the character is falling into to stick the landing or (if they’re there) miss enemies. I would switch to having the camera simply center on the player, and maybe use some camera limits at the very edge of the levels.

I appreciate that this was a one person effort and that art may not be your strong suite and is time consuming. But perhaps teaming up with an artist would have been a good call. An artist will look at things way different than a developer and come up with things that you never would. At least that’s how it is with me! (Sorry for projecting if it’s totally off base!)

Because of the camera issues I didn’t get that far into the game - I think. And I want to get to as many games as possible. But I’ll get back to this one again when I have more time. I do want to see how it ends.

So, great job! Especially for working solo!

We used Godot as well in our game and made heavy use of the MultiMeshInstance2D to create our mining zone level. We would love for you to check it out and leave a comment letting us know what you liked and didn’t! Thanks!

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Thank you  for the comment and the great feedback.

I am aware of the camera issue. It's something that was baked in from the start because I wanted to try a new way of loading rooms. In general when I started developing this it was just to try out some ideas I had for tech. (Mostly for one of the later abilities that you probably haven't gotten to yet) But as I went further with level design and story the room loading system got in my way a lot and I had to start designing around it. I did a lot of playtesting for it to make all the transitions as fair as I could but there are still some annoyances with it you are absolutely right. 

Just believe me when I say that using a camera that's centered on the player causes more troubles than it's worth. I have tried it multiple times and never found a solution that I found satisfying.

One thing I can do, that I should have done earlier, is to get rid of the transition. It feels a lot nicer when the camera instantly jumps to the next room. I will probably include this in the upcoming update.


About the art thing you are of course right. The art is nothing special, but that's mostly because of a lack of time. I wanted to pack this game full of content and that didn't allow me to focus on art as well. Basically all of the art assets were done in less than two hours and I used ploygon2Ds everywhere I could to save time. But I paid attention to colors, and I think that's what mostly carries the visuals.

I could have teamed up with an artist but I just wanted to do this one solo. Maybe next time.


Also I have seen a lot of games made with godot in this jam. Nice to see the engine of my choice become so popular amongst indie devs.

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I did notice the nice use of colors! Like you used distinct palettes for each area.

Well, hopefully you can get the camera thing cracked. One thing that came to mind just now - and might not work either - is how Hollow Knight automatically lands you on ground when you are jumping up into a new zone. This is probably too difficult and has other issues that I’m not thinking of. But just in case it inspires a solution . . .

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believe it or not, but I too thought of that. I think the best way to do it now is to make the transition instant and polish the level design a bit more to make it less frustrating. I will try my best to fix this. I'm already working on it btw.