thank you for playing and i'm glad you enjoyed it!
stealthnachosgames
Creator of
Recent community posts
i'd recommend removing the margin on the camera for the up and down movement and making sure that at least one platform for progression always fits within the camera limits. alternatively if you really want to keep the margin, just move the camera back to center if the player stands still for a second or turns around. for controlling the camera on keyboard i'd recommend crouching moving the camera further down after you hold it for a second, same with holding up. nine sols recently released and had a great solution to this too, which was that you had a small robot that could fly that you use to scout the areas ahead of you but that's obviously a more involved solution to make especially in a jam. i'm looking forward to seeing what you make next year if you decide to participate again!
there's some cool ideas here, i like the narration and the main mechanic with the ink. i also like the idea that there isn't combat, unless there is but there's no sort of information about controls on either the page or in the game that i could find so i'm not sure. i like the art for the character, going for the ink brush look to it which i think is cool and fits the theme. there's a lot of blind falls and a single hit from the enemies sending you back is strange since it encourages you to cheese them by just jumping over and over and also defeats the purpose of having a health bar. it's also very easy to lock yourself in the room where you get the ink. the ink being on a recharge after you land might work better than the refills. i really like the idea though, i think you could pull a lot of cool mechanics from the theming so it would be a cool one to continue!
this was pretty good! it's very functional in a lot of great ways like how you respawn really close to where you die and the heat meter. the screen size is a problem as others have mentioned, but the biggest problem is the amount of pointless space in a lot of areas. i like that you have multiple area types, but because the tileset in each area is very limited the shape of the room is how you remember where you're going and most of the rooms are laid out in a very similar way with lots of loops leading to nothing. one thing i learned during this jam is to think of each room in terms of what it offers to the player, like is it new visuals, a new item, teaching a new item, teaching the basics etc. thinking of rooms in terms of function i think would really mitigate a lot of the level layout problems. i still think it's cool though and a great one for your first try at it especially.
ya'll made a cool game here! it reminds me at least aesthetically a bit of knytt. the areas look nice and distinct too. i do wish the knife had been explained in game but it did work okay and was fun to use. it's range both with attacking things and sticking to walls felt far too short, shorter even than the already short visual. i think it's cool though and honestly you could probably just do away with the combat and it would be no loss at all. it froze for me for a while when entering new areas and eventually froze randomly and didn't start back up. i think there's a lot of potential here for something really cool if ya'll were to continue it!
i’ve gotten that from some other people about just wanting a regular double jump instead of what’s there, but i think if i were to do it again that would be one of the few things i wouldn’t change. it feels good to get it right and it creates a small amount of unique friction which i think is important. i do wish i had been able to add a pause screen but i waited till the last second to start on wrapper stuff, sorry about that. thank you so much for playing, for showing your friend and for the feedback, it’s really appreciated!
the level design in this was actually pretty good, that's something that's real hard to get right in a fps in the jam time constraints. the enemies were easy to cheese from far away but they were still pretty fun to fight. the lighting was cool, always love the low res normal mapping. the reload mechanic is a cool idea but in practice it's pretty tedious. the contrast does make the shotgun feel better though, but it feels like the way you input the reload should be able to be rapid fired, like maybe you can hit the button to spin it 3 times in a row and then have to wait out the recharge. the boss was incredibly frustrating because of all of the bits on the ground you can get caught on, i'm not sure what the thinking on all of the debris was but especially since he can walk through it it just felt very janky. all told though i really liked it, huge fan of the crouch jump. not enough fps games have crouch jumping.
i really liked this! the platforming for the most part was really reliable, the hook was fun and the dash helped to land missed jumps. i like the aesthetic conceit of the indexed colors, but that combined with a very limited number of assets made it confusing to navigate since most areas ended up looking identical. i think the hookshot could also have done with some restraint since it leads to the areas all having to be extremely big to pose any sort of obstacle to the player. i liked the music and sound though and overall it's a really good one!
this is cool! there was a good diversity in the rooms and enemies and i liked the idea of the door opening requiring some time. it felt like a survival horror game which is a cool direction to take a metroidvania. it's very clunky in a lot of ways, some of them i'm sure are intentional like only being able to move one direction at a time, but the hitboxes just don't seem to be where they should be so the combat is something i quickly tried to avoid as much as possible. it was good overall though, the emp being able to open the doors was cool and i really liked dashing through the turret lasers. great job!
that's not something i had anyone else do and i didn't think to test it myself, sorry about that! i tested it out and it took a few tries but it sent my guy flying through the roof and out of bounds. i'm surprised that never came up before, but it seems to be specific to going into a northward room. really the fix is that you shouldn't even be able to use the hookshot during transition lol. anyway thank you for trying it and the feedback and let me know if you get a chance to complete it!
managed to play through the whole thing. the effort in the animation is apparent, ya'll spent a lot of time on that and it gives the whole game a real personality that's hard to create in these little jam time frames (or to be honest even in longer timeframes lol). the game itself has a lot of jankiness to it and there's not much feedback to a lot of things that really need feedback (as an obvious example the boss's jump attack doesn't have much feedback at all and definitely doesn't give any visual excuse as to why it removes most of your health). i really enjoyed how the characters at the beginning turned into platforms. i also think it could be really cool how you have to stop and aim and avoid missing, but i think since it stops your movement it should probably give you free range on where you aim. i like the idea of the claustrometer too, but they both felt like there just wasn't enough time to get them to a good place which is totally understandable. overall i'd say it feels really ambitious and i'd highly recommend rolling it over into the super metroidvania month that last 2 extra months. i think it could really shine with a little more work. overall very cool and i hope ya'll continue it!
oooo that is such a good point, i don't have any high refresh monitors on hand. i will have to get something to test with in the future, i never would have thought of that. i'm definitely going to keep that pit in mind, i really thought i had a good grasp on this notion of keeping things in sight and making unpassable areas really clear and i really don't know what happened there. it's fun to do if you have the upgrades so maybe i just didn't think enough about it but i definitely will consider stuff like that more closely in the future. thank you again, some very helpful info!
if this was finished i feel like it might have been one of my favorites of the jam. at the moment it just feels like there's not enough here to give much feedback on. i really liked the ascii graphics, i like the mystery that was being set up, i like the terminal and how it needs to be activated to see logs. i wasn't a huge fan of the way new areas were locked off until you read a log, maybe just putting something like a key with the log and a gate to keep the player from missing it. obviously a gate in a cave doesn't make much sense but you get my idea lol. i hope you finish it up, i'd love to check out the rest!
i'd like to play this but i'm guessing the reason it doesn't have any ratings or reviews yet is because it's a raw exe file which is absolutely something you should never download. godot also has an issue where if you embed the pck it will hit most virus detection as well, i'd recommend re-exporting it without the embedded pck and then zipping up the exe and pck together and uploading the zipped file. the art looks cool from what i can see in the screenshots, i'll check it out and rate it if it gets reuploaded
i'm really glad you had fun with it! i wish i had been able to spend way longer on the boss, i had a lot of ideas that i just couldn't make time for because of how inefficient the room set up was. i even had a concept for another boss that was supposed to be in the area with the moon that i was super hoping to get to, i plan to continue it though so hopefully i can get the bosses behaviors the way i want in that version. thank you so much for playing it and for leaving feedback! it really means a lot
i'll take another look when i can! i do have graphics acceleration enabled, the first browser i used told me webgl didn't work which isn't true since i've played several other webgl build games in this jam, the second browser had the slowdown problem so i'm not totally sure what's up there. either way i'll redownload the updated version!
this has been one of my favorites of the jam so far! the swing works really well, the grapple works well, the rocket jump looks and acts kind of janky but functionally it's very reliable. the new upgrades you get are really cool and i love how the level design asks you to chain them all together, it feels really good when you get it right. there's a lot of waiting around sometimes, the path can also be unclear especially since there seems to be multiple paths as far as i can tell but overall the level design is really nice. i feel like there should be some leeway on the hook (just making it to where you can hook a bit before and after the crosshair actually changes color) and the crosshair should be much higher contrast when it's ready to hook than it is now. something to give a better indication you're over a platform would go a long way too. overall though it was a lot of fun which is never a given in these jams, so great job!
this was pretty good! ditching the combat for the most part to focus on the platforming was a good idea, the different mechanics you set up were fun. the levels were maybe half blind jumps but i still managed to get through by just assuming what you wanted. it functioned really well for the most part, the pogo could be finicky but it wasn't really used that much so it didn't become an issue. the part near the end with the rapid fire electric walls as you were falling was really cool, it was surprising but i managed to do it on the first go which felt really good. it was a part that didn't have any blind element to it and gave you a bit of time to react to what was happening without trial and error. overall good stuff! i like the frog ninja!
i tried playing in the browser and the frame rate was extremely low when the fog was on screen which was pretty much everywhere, so i downloaded it and after playing for a bit i died which returned me to the main menu with my character falling from origin. after i started it the character was outside of the window, presumably falling forever since i could still hear his dash and attack. i decided to give it another try and the same thing happened so just know that my feedback is on a minimal amount of playtime. i do really like the fog effect, it's very moody and i like how it goes over the edges. the platforming just feels like it has some off parameters, the player falls way too fast and there's a ton of blind jumps into areas that can trap you if you don't know you can dash up which isn't explained. the thorns are near unreadable against the other walls in the area. it's really hard to discern where they begin or end since their value is the same as the other walls, adding some highlights might help. the attack feels good, i like that you can attack and move, it feels very smooth and responsive there. everything i mentioned could probably be worked out pretty easily with more time so i hope you continue it!
this is good! it feels really good to play on a controller. the enemies are pretty fun to fight which is always hard to do in the length of a jam. it's awesome ya'll went with 3d too, i'm not sure but i think it's mostly procedural textures which is a good way to make it for a jam game. the load at the beginning was really long which isn't a big deal, but there was hitching throughout. mostly it ran very smoothly but then it would hang for a while sometimes until finally it crashed randomly while nothing was happening. stuff like that is bound to happen in a jam, i still enjoyed my time with it. good job ya'll!
the camera is on the physics process and i wasn’t able to replicate the effect you mentioned on either linux or several windows computers so i’m not super sure what was happening there. i’ll take another look and find some more places to test it. did the room you’re referring to with the lanterns have green liquid at the bottom? that room is supposed to need a second powerup to get through but another commenter mentioned being able to get through without it which would make the boss very frustrating. clearly needed to do some more testing there. thank you so much for trying it and for the feedback, i really appreciate it!
it sounds like you may have missed the second upgrade which i didn’t think was possible. there’s a charged shot you can find that gives you an extra jump. i thought those final jumps were impossible, i tested them a lot but i guess they are doable which would definitely be frustrating to try to do. the boss is also built with the charge shot in mind so i’m not surprised that was frustrating as well. goes to show how one little thing can really damage a game lol, thank you so much for playing and for feedback!
i played silent paradise back in the last mvm i submitted to, cool to see you're still doing this! this one's really large like that one for such a short jam. the writing is good, it's got a lot of fun ideas. the movement and combat are still pretty stiff from what i remember last time but they still get the job done. the push back on the melee is really harsh and there's a lot of blind falls because of the way the camera has a margin on the bottom. i liked the variety of locales and enemies though! and the general setting is just really cool. i enjoyed it overall, awesome to see your stuff again!
i got to the part where he told me about the bridge but couldn't find any way forward after that. the game looks nice and i like some of the ideas like the castlevania style system for using tools. there were a lot of alpha holes in the sprites, that is sprites that have areas where you can see through them. walking behind many trees and rock walls i could see my character on the other side, it's not a big deal but just want to give some detailed feedback. the knife's hitbox doesn't seem to align with anything close to the visual which, if that's intentional it's fine, it just feels bad to use. i couldn't get the fists to hit anything no matter how close i got. the music was nice and i really like that it's a one hit ko until you get the ankh, it feels good to get it. i think this could be cool with more work, keep it up!
visually i find this really charming! the characters, the baked lighting and fog all very much evoke the feeling i think you were going for of the n64/ps1. i liked the wand, how it was used to interact with things, and the beans were fun to collect (BEANS). functionally, i feel like it may have been too ambitious for a jam setting. i enjoy that you didn't just have basic combat and you could only stun things, but i couldn't find a real focus while playing. it's got platforming but it's very simple for instance so i wouldn't call it a platforming game. i don't think i got too far in it, there was a bug where i pushed the boxes outside of the area and couldn't progress. still, i'd love to see this continued in a way that doesn't limit your time so much. i think there's something really good here if it got some attention
i played through everything that was there, i enjoyed it! the bosses were well done, good telegraphing and there was a nice ramping up in difficulty as the fight went on. the fall speed is incredibly fast which made the platforming sections really frustrating in some parts, especially the couple of areas with the dashing mechanic where i found it was best to just spam both buttons at the same time and hope it worked. there was some good visual feedback on everything, getting hit and hitting something. i really liked the rat, both the fight and talking to them. the attack cooldown made it feel very sticky, i'm not sure if this would be a case where the cooldown needs to be lowered or more clearly visual represented. it was enjoyable though, i'd like to see how it goes on!
this was pretty good! you did well on the parallax for the bg assets, it really feels like a big full forest leading back into mountains. the assets in general were well set up. i don't think it's a huge deal but i couldn't recognize what a few of them were supposed to be, they seemed a little out of place. the combat and platforming are both functional but very stiff, it feels like everything locks you up and the jump has no sort of forgiveness too it which combines to form a sort of sticky feeling to everything. you also left the ground whenever you went up a ramp or off an edge which could eat jumps or dashes. i liked the dash a lot, it also left the ground when you went up a ramp but it felt appropriate and fun. the music by your composer was well done and it came in and out at what felt like the right times. altogether i think ya'll did good job!
honestly given that so many other people make perfectly functioning webgl builds it's gotta be something on my side but i'm just not sure what. godot can build to win/mac/linux/html/android and it has a robust bunch of settings for each. i'm pretty sure the major issue i'm having is that a few of the assets i rely on are not cooperating with the export for webgl, i'll be looking for others soon to test with. godot is great though, i've used every engine i could find out there and as far as i'm concerned godot is the best available currently
thank you so much for trying it out, super glad you enjoyed it! i made some decisions that i knew would lower the rank like making it very difficult and not having checkpoints, so honestly i'm totally okay with where it ended up but i do still really appreciate the sentiment. getting a high rating in a jam is nice but i mostly enter these to experiment with new ideas in a place where i know i can receive genuine feedback from other creators in the form of comments. that said i am currently outlining plans to continue this since i'm very happy with how the main mechanic came out and based on comments it's the one part everyone seems to agree is good so hopefully there will
eventually be a version that doesn't end so abruptly lol