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(1 edit) (+2)

This is one of the best entries we've played in this jam. So much about this is clearly well polished and cleverly designed.

There were a few issues we experienced that made it tough to get through the platforming. Multiple times we found that the solution to get through a room wasn't exactly very clear, and it led to us hitting our heads against the wall for a little bit. But after uncovering all the abilities, the smoothness of the experience really increases. When you know exactly how high you can jump it made it easier to tell what platforms were meant to be accessed.

It looks like, from reading another comment, you were going for a Metroid Fusion kind of a vibe. Very well done! We felt the same kind of horror vibe that the SA-X gives you in Fusion when it chases you through zones. The voice acting is really cool to hear, but it does also dampen the Metroidvania exploration aspect just a little bit. But for the scope of the jam, the size of this world was perfect and exploration seemed like it wasn't the number one priority.

The character controller is really smooth. We loved the wind-up to full speed, the force of the dash, the weight of the jump, and how the abilities helped augment your movement as you went through. Also the particles and explosions that happen when you shoot/dash/recall the bucket are SO NICE to look at.

Altogether we're really happy to have played this game. It was smart and very well assembled. Please keep working on this - we want to see a BucketHead release in the future!

(+1)

Thanks for playing! The team had a blast making this.

Definitely agree that some of the metrics are off. I didn't have time in pre-production on top of my other priorities to write out official level metrics, so a lot of these were done in a shoot-from-the-hip, personal feel style which didn't always work.

So that I have data to help in my improvements on the polish build, which rooms were you having trouble solutioning?

We were stuck in this room for a long time before we realized we had to throw the bucket down and jump on top of it. We actually had to come back and retry the game later, because we were stuck in this room for too long.


This one we eventually figured out, but it was a little hard to tell that you had to shoot a projectile up to break that door.

Playing through the game again, I think these are the only two outliers. Everything else was designed well enough so that you could discover how to proceed just by experimenting.