This game is seriously fantastic. Super clever mechanic with great level designs that explore it in more depth. Outstanding work!
O. & Co. Games
Creator of
Recent community posts
Wow, thank you for the killer review! Every weapon is unlocked because well... my level designer had to drop out of the jam and I ran out of time. I had big plans for the story and game progression that never came to fruition.
That said, someday in the future I will certainly make this a real metroidvania. Someday. My hope for this jam is to at least rank high in one of the categories, even if it's not the metroidvania one.
And for sure, I'm jazzed to check out your game!
I totally agree with your feedback. Funny enough, in playtesting I found similar issues. Meg would need to be activated only at specific locations (like a star in mario basically) and the NPC conversations should be activated by a different button than the action button lol. I'm giving serious thought to following-up on this game and refining it into something bigger.
Thank you for the thorough play-through and feedback! I can't blame my buddy for bailing... but it's still a bummer. The hammer lag is a known issue. It has to do with debris collision checks. My machine handles it fine, but when I tested on other PCs it came up occasionally. The soft locks are also known. Honestly, it's just super validating to hear you've found the same issues I'm currently debugging! Thanks for playing!
Yup! I couldn't agree more. I had a level designer who bailed on me and I simply ran out of time as the solo dev. I actually have a version with all the weapons locked and locations to unlock them, but at 3:00a I gave up on trying to make a storyline to go with it. It's sad, but if I just had 3-4 more days I'd have a pretty solid level design/story/weapon progression. Post-Jam, I'll make a story with exploration. I already have basic wireframes and a storyboard written.
Awesome, thank you! I played it through and I love the subtle humor in it. "Sorry, I'll be making dinner so I won't have time to pick you up from hell." lol. I'm really impressed with your map system too. That's something I was never able to quite find the time to figure out in my game. Wall jumps are clean. Weapon system is intuitive. Nice job!
I think you have a good foundation here. The physics are coming along nicely. I'd be excited to see what you could do with a more prominent "bounce" mechanic. Maybe, for example, the game could be designed so the player tries to gain momentum before launching the ball in some direction. I know I personally would love to see the ball just fly across the screen and chaotically bounce everywhere lol.