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Cool! I shattered 59 times. As others said, the music selection really makes the whole experience. The controls were fairly good once I got used to them, fit with the lightness of the music.

As I found the game fun enough to stick with I accumulated some criticisms:

  • The collision detection for jumping has some odd hitches. I found myself doing extra jumps midair (before the double jump) sometimes, usually when near platforms or a wall. At first I thought this was an intentional wall jump mechanic I didn't understand.
  • It was hard to tell how many hits I could take before dying, didn't seem consistent. This made it harder to take advantage of the forgiveness of multiple hits; if I got hit early in a room I'd just die and restart rather than risk dying after getting through most of the room as I might have only one hit left. An indicator would help.
  • The jump sound effect seems too long, and the grunt damage sound is weird for a featureless square (it was almost funny, but mostly grating).
  • I think the Automaton of Fun couldn't actually hit me unless I ran into it, it'd just stand there swinging its sword without connecting. And maybe half the time I'd dash through it without it taking damage.
  • Because the square is featureless I can't see which way it is facing, so I'd sometimes dash in the wrong direction.
  • Dark grey platforms are hard to see on a black background. Same with the dark blue used often in enemy bodies, particularly with the spikes on the end of the wide flat enemies which were practically invisible.
  • The knockback on ceiling and wall spikes would tend to drive the player back into the spikes, along the wall, though sometimes the subsequent hits didn't seem to do additional damage.
  • I kept expecting to have to do more backtracking, fortunately I could check the map and see there weren't any doors I'd missed so I didn't have to redo much needlessly.


Note that I played the browser version, on a keyboard, so some of this may be due to timing bugs exposed in the browser. Sorry that the list is so long, it's easier to spot specific issues than things that worked well, and overall it worked quite well!

Thanks for playing the game and the extensive feedback. I'll try to address each point in order.

  • The issue for jumping isn't an issue with collision detection. The problem originates from where I shoehorned in variable jump at the last minute. I noticed the bug pretty soon after it was introduced, but it felt fun for me because I noticed that it usually gave a little lift when I felt like I had executed a perfect jump. I thought about fixing it, but there was still a lot to work on that I decided to put it on hold and never got around to fixing it.
  • I did think about adding a life indicator, but I made an assumption that it would make sense to the player that they had three attempts after dying once or twice and didn't implement it. It may have been fine, but with rooms like the one right before you get the dash powerup, were just too punishing where you would just get chained into death.That could have been fixed by changing how hit stun worked.
  • I agree on the grunt sound being completely out of place. It was a placeholder from one of my previous games (that's actually me grunting lol) and I just got lazy and didn't bother changing it. There's always a few items that could be easily changed within minutes that I just blow off at the end because I want to finish in time and before i burn out. Hit sound was definitely one of them. As for the jump noise, I think you're the first to comment on it. I'd have to play it again to see, but that never stuck out to me as a possible issue.
  • This was my first time making real bosses and not beefed up versions of normal enemies. With the Automaton of Fun, the issue with him never hitting is a combination of the raycast that detects the player being too long and the timing of his windup and swing. Both bosses also had collision detection issues due the complexity of changing the player's shape, collider, and activating each shape's respective hit and hurt boxes. I know there's a better way to do it now, but during the jam, I was playing it by ear.
  • Not adding an indicator was another instance of me just being lazy.
  • I'm surprised about your issue with not being able to see the platforms. I'm colorblind, so I tried to take that into consideration when choosing the colors. Personally,I think my biggest mistake color-wise was changing the enemy colors. In hindsight, they looked better before I changed things last minute. You can check out what they looked like on my instagram and decide which looked better (or worse).
  • I addressed the knockback/stun issue above, so I'm not going to reiterate it
  • I really love maps and I feel that they're essential for metroidvanias. So I did my best to try and make sure it was always clear if you got lost or had to backtrack a little bit (there weren't many instances of backtracking though.


Whether you played it in your browser or downloaded it, the issue would be the same other than a little less lag when multiple things were exploding. And don't worry about the huge list. The more feedback like this I get, the more I can improve. I haven't played your game yet, but I will by the end of the day. I've spent quite a bit of the rating period, doing work I put off during the jam :S

Sorry it took this long to get back, but I forgot that I had already played and given feedback on your game. Whew this month's been a blur.