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(+1)

Cool looking game. I'm always interested in how other Godot users choose to make their mvm entries.

What I liked

  • The art was pretty good
  • Sound effects didn't pop out in a jarring way
  • You made sure to add a controls screen.
  • I liked the UI
  • The camera zoom in-out was pretty nifty (but there's some downsides I'll mention below)
  • You included an in-game map, which feels essential for in all metroidvania. I am curious how you chose to implement the map itself. My map looks cool, but the creation of it and how I ensure that it's reactive to the player is not the best.

Suggestions/Feedback

  • The camera zoom is a nice feature, but i think the usage of it requires some thought as to when to use it. Some rooms felt like there was no reason to zoom it out.
  • In addition to the point above, zooming out made me feel like I had to readjust movement.
  • While you did a good job on the custom theme, make sure you customize all the elements you're going to use. Seeing the default toggle buttons really clashes again the rest of the theme. Also, in the controls screen, I couldn't find a way to go back to the main menu to start the game, so I ended up having to close and reopen the game.
  • Enemies are insanely brutal from the start. And it takes a while to figure out you can't kill them.
  • If you're going to have a map, make sure the player can tell exactly where they are in it. Your map is fine with the exception of the player having to infer where they're.

Overall you have solid entry, and as a Godot user myself, helps me see where what I can do differently in my own mvm entries. I've used the same system twice now in regards to rooms and maps, but I want to switch it up for next time.

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(+2)

No problem. I trace as well, but I didn't think about multiple viewports.

I didn't know how to use themes and was struggling to get it working at first. I completely forgot I didn't change the toggle button.

(+1)

Yeah, it takes some time to figure it all out. I'm still experimenting with them as well.