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Another solid one! Presentation definitely took a big hit but i'm sure you guys are aware so i'm not gonna comment on it much- except i was a little baffled at the different ways all the areas were unfinished. But i suppose it did help make them easier to distinguish!

Also the players walk cycle was pretty wonky looking?

Anyway, a very metroidy metroidvania, for sure. From the escape sequence to the powerups! I'm not sure if maybe the final powerup or two change the pattern, but I would've like at least one of them to throw a new idea at me. The charge attack boosting you backwards was cool, though.

The actual map design was pretty solid! Some things are a little odd- i'm not sure why you can go as far into the low res area as you can on the west entrance only to get stopped by needing the high jump, and then again by a gate. Those probably could've been put further up the path...
But on the whole the map design is pretty solid with a good variety of layouts and room types. Really appreciated the hidden blocks and secrets, good stuff. 

The only enemy type i had a problem with were the flying worm dudes, they probably did me in the most. Maybe a slightly slower projectile/rate of fire would've been enough? Also, all the enemies using the same, very loudly mixed gunshot sound was more than a little grating.

The charge attack is maybe a little too good, i found the basic peashooter almost worthless after getting it.

Controls are tight- they lack the polish to feel great, but certainly not bad. Responsive, for sure. It was a little annoying how quickly the camera would pan up and down when most of the time i'm just trying to aim. I'd like if that took a bit longer, or maybe had a different input like using the right stick or had it's own modifier.

I scrubbed the map to the best of my abilities but could not find what was presumably the second statue to get to the final area and beat the game. Might try to find it later, we'll see.

But yeah, good stuff on the game part of the game!

Hey, thanks so much for stopping by and your detailed comment!

I would agree that we could have created some more unique upgrades beyond the 'standard' metroid ones. Perhaps leaning more into the bug theme. 

Like you said, a lot of time on the programmer's end went into getting the mechanics working properly (and maybe crunching the art at the end...)

Thanks for playing!