Oh yes of course! I the connection with rabbits and innocence didn't hit me before somehow
NitramiuZ
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Unusual combo but it works! At first I though the "confidence" was time based, so I had to try and draw both accurate and fast, sadly this wasn't the case. (I think it would've made the gameplay more interesting!)
Something cleaver I noticed once while playing is that due to the shotgun spraying, you can accidentally hit a rabbit even if you did shoot the correct one. I actually liked this interaction. I wonder if you could've made it so that at one point you're aiming at the right rabbit, but your aim twitches when you shoot, setting off a larger fight. (this could be the main character having subconscious second thoughts about killing all these (innocent?) people.)
I sadly did not finish it. I forced myself to get the first 3 flowers (the last one I accidentally got while moving from the monster), but when I found out there was more aimless searching to be done I gave up.
I liked the intro and the voice acting adds character, but I didn't feel that the fact Maverick was an animal influenced the story, Maverick could've just as well been your grandpa and the story (from what I've seen) would've still worked.
The amount of cutscenes and engaging dialogue in this is super impressive for a jam game! The "collecting" part felt a bit long, otherwise the pace was perfect and kept me engaged! Sometimes there must've been some weird physics issue cause the ball got super slow, but jumping made it normal speed again. (This happened if I hadn't moved for a while, for example after a cutscene)
Great work with the music too, when it was used it felt great and added a lot, I wish there was more music!
Very well made with good room layout. With this being a story round I'm going into the mindset of finishing all games, but I might regret it if every game takes 35 minutes...
The initial dash-jump felt a bit too difficult, was stuck on it for a good minute or two, and accidentally jump right after initial respawn, which made we go into the room above the spawn. Other than that the game felt bug free and polished. The lack of sfx is definitely an issue, but the adaptive music makes up for it, awesome job with that! (I didn't notice it changing dynamically at first, but when I did, I noticed that you even change it depending on the biome, AWESOME!)
I heard about the healing issue, I never understood it and wouldn't even known that it was a thing if I hadn't looked at the comments, might be the last room I didn't get tho. This might partly explain why I felt the game was a bit too hard, but I would've had an even better time if it was just a tad easier.
The non main character animals (enemies) don't feel that important in terms of them "being animals" since they don't behave much like them anyways. The little peeps on the way were cute though.
Overall I really appreciated the game, tho I wish you'd spent more time polishing (sfx) instead of adding more rooms. I know that it's hard making a "tiny" metroidvania I believe a game jam game should never be much longer than 15 minutes as very few people will actually get to the finish and get that satisfaction.
Damn that 99% is annoying me more and more while I write this review.
Also I think this is the longest game jam game review I've ever written, I guess it's fitting though for such a content packed game.
I really like the setting and art of the game, it's a top down shooter where if you're systematic you will never have to run from anything. I did kind of forget to check the loot from the killed rabbits, but once the ending hit it did make perfect sense, while still being a plot twist, good job!
The game itself felt quite tedious though, and I would've closed it at level three if this wasn't a story round (many other people will miss the ending though). It worked well and felt interesting the first three levels but after that it didn't really bring anything new(could also be cause I didn't check the dropped of stuff, so I missed a bit of story there). Especially the increased search area made it feel very slow. That being said, the slow nature of the game also fits into the narrative, with this being your "day to day job".
The game would've been perfect if there was 3 levels instead of five, so well done!
Thanks for playing! I'm stoked to hear that people like my art! Usually I do pixelart, but after this I will surely come back to this style :D
Yeah, I wanted to have more levels with more "cutscenes" and also an additional intro image with the wolves coming from the forest, but I had no time sadly, as I started this game just 30 hours before the deadline (I could reuse the animal sprites though).
Ah shoot, I had issues with the game crashing on web before but I never managed to track it down sadly. Thought I had fixed it. Luckily the game is so short you can replay it easily, and I'm glad you did! (As far as I know, the crash is due to some audio issues with godot, I guess that's what I get for using 4.4 beta)
I'm glad you liked it!
Hey, I'm letting you know that Y8 stole your game: https://www.y8.com/games/arthisio_the_vanishing_point
If you send an email to them about it, they will remove it.
I just wish they asked devs for permission before claiming ad revenue from others work.
Another site that stole it: https://www.gamezhero.com/games/arthisiothevanishingpoint
Just so you know, this gaming site stole your game: https://gamaverse.com/tera-game/
Just so you know, Y8 and a couple other sites have stolen your game:
https://www.y8.com/games/asphyxiatus
https://gamaverse.com/asphyxiatus-game/
Great level design and fun (and a little rage inducing) to play. Made it through til the end. I liked how far you could jump if you held space, it made for some cool level design that wouldn't been possible otherwise, and since you have the variable jump it didn't feel floaty. Three things I wished improved was:
1. Make the respawn a bit quicker
2. A little flash or something to let you know that the laser is turning on again (like 0.5s before it starts killing you)
3. Make it so if you are standing still on a button the laser doesn't reactivate (currently you have to exit and reenter it for it to not start again, which is completely understandable from a programming perspective, but it felt illogical in game)
Thanks for playing!
There are definitely at least two mechanics, they are just very close nit together. You can think like this: Would there still be a "game" if one of them was removed? Yes, you could have a game without the enemy ships, just having to travel between the stars (although this wouldn't be fun). You could also have a game were the objective wasn't to visit all the stars, but rather survive for long enough or something else entirely.
You could also see the space stations themself as a mechanic, they aren't 100% necessary but add a lot to the strategic depth.
I dunno if that's the right idea either, could make it very sudden and confusing. I don't know how to solve it tbh. Also I remember that I had some issues with the last of the info screens at the start, it felt very buggy like if I clicked it or tried closing it (maybe because I didn't click directly on it), sometimes if just felt frozen.
This is so awesome. The concept works so well and the variety shapes can be used for so many different things! In future levels you could even swap some of the shapes for even more possibilities.
I'm guessing it's probably to save dev time, but I really liked the "one big level" approach which let the player go their own non-linear path. I say keep it like that, you can still have "levels" like a normal puzzle game but have each level contain a few coins that you can pick in whatever order you'd like.
Only critique I have on the mechanics is that it did feel a bit janky when you were inbetween tiles, one puzzle could be solved by just spamming and hoping it lines up instead of doing the proper approach. But at the same time I like the fluidity of the movement, a grid based one maybe wouldn't feel as good. I guess you could make it so that the player smoothly "snaps" when you try to shapeshift, but otherwise have the movement as fluid as it is now.