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Tomkai

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A member registered Aug 08, 2018 · View creator page →

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I played it for a while, but I didn't reach the end because I am bad at navigation. There is a lot of stuff in there, and I really had a fun time while playing, even if the sometimes tight jumps and instant death gave me Flash game vibes. 

I'm not the first one to say it, but the big crate textbox is annoying. You should add coyote time to the jump too, because I had many death related to slipping off platforms (especially in the spike pits requiring the dash, and also the red platforms). I don't know if it's normal, but I gave up at the big crate just after the first falling platform because I pushed it against a wall and can't get to the ledge on the right if that's what I'm supposed to do.

I found a cool thing about slopes, if you dash on them you get a very cool high jump and I loved it. I also liked the section with the red platforms, woke up my nightmares about Heatman's stage I thought I got over a long time ago :P

The sections with moving platforms are a bit scary, because they are so far apart, but in the end I didn't have much trouble with them. One thing you could do also is make the dash a bit longer, and widen the first spike pit to make it obvious it's not just the player messing up their timing on the double jump.

You did all that yourself ? That's impressive, it's was definitely a lot of fun despite how unpolished it is. I wish you good luck if you plan to make an update, this game could get a lot of love if you do.

Very good game, with a lot of potential. Very Castlevania, in a good way.

Regarding movement and game feel, you should add coyote time to your jump because I sometimes missed an input when barely stepping off a platform. I also think you should reduce backdash cooldown to include the casty moonwalk since you have it on a stamina meter to prevent abuse anyway.

I had trouble with the first boss until i noticed that you could throw it's missiles back at it. That didn't feel very intuitive, but since I figured it out myself I feel like it could easily be fixed. Maybe you should make the boss spawn closer to the right side of the screen, because I panicked a bit on my first few attempts and tired to dodge everything instead of attacking.

Combat is mostly fine, but I hope that when you overhaul the combat mechanic you allow to cut short on endlag by walking. That would make it easier to react to enemy movement, and also make it less frustrating to deal with projectiles in a hallway.

About the UI, there are two things to say : you need to change the black text to green in dialog boxes, and you forgot to include a position indicator in menus.

And final point : I gave up on getting the stamina upgrade because enemies were too annoying to deal with.

I think that's about it, otherwise it was very fun to play and I'll definitely be waiting for the next update !

An average entry with a good concept that need more time to be developed. 

I like the idea of a semi-random digging metroidvania, but there needs but be more block types, and also more interesting upgrades. Having better jumps fells pointless when you're able to dig stairs anyway.

I feel like going with a Spelunky/Terraria approach with this game would be the way to go.  Nice work.

Unpopular opinion, but I like the slowness of movement in this game. This makes it kind of a puzzle platformer with a sledgehammer-in-the-robot-junkyard theme, and I like it. But when the game starts to become more combat oriented a double-tap run ability could be welcome.

The story with cutscenes is a very good touch, and and the grumpy robots really add to the setting. Too bad gameplay is lagging behind with janky collisions and camera. Lots of potential, needs more time to be refined and developed.

Nice and fun little game. I like the frantic energy of you character running and jumping around. I hope to see more content in the future !

Unfortunately, (hey, someone else used that word too) the game isn't playable in this state. Having to relaunch the game each time I die is unacceptable, given that I die a lot because I suck. It might sound a bit rude, but you need to focus more on details like playability before writing a convoluted story about evil scientists and an army of robots chasing you to death.

Don't give up ! Take time to test your game next time and I'm sure you'll be able to make something great !

Thank you for playing and commenting !

We all put a lot of efforts into the game, and I am glad to hear that you liked it. These issues have been noted and a future version will correct them along the addition of more content. Combat will be the first thing we will work on, to make sure it is one of the most enjoyable part of the game. As for the skeleton, we put them under severe accuracy training until the next update so I am sure their aim will improve soon.

Absolutely beautiful ! Love the way this game looks, and the character design is so cute I love it.

An interesting idea with a nice story behind it, but will be hard to implement in practice. Maybe having some kind of magic barrier that only protects against powerful magic entities would make sense, Letting you through when you get rid of your powers. Or taking magic abilities away from the player but giving physical means to replace them, changing the character from a magical combat character to a physical platforming one (with wall climbs, grappling hook and such). Also one ability I can see this character have is hovering over gaps.

But apart from my thirst for game design, nice job and I hope you'll be participating in the super edition to see more of this game !

Thanks for playing and commenting !

Sorry about the keyboard problem, but we didn't have time to add custom key mapping even if it  was planned. Being a fellow non-qwerty keyboard user, my advice is to search on google how to switch your keyboard to qwerty. It's quick and allows you to switch your keyboard in an instant whenever you want.

Nice little game, with a simple premise and a simple goal. This entry was well polished and is a good 15-20 minute adventure into the saliens ship with plenty of health upgrades to find.  Would play another game like that in the future.

Also I cheesed the boss by going behind it's barrier when entering the battle. Gotta do something about the safespot there.

Good game, I like the idea of a t-rpg metroidvania. The music is good, spells and enemies are interesting so far, and the change of tone when you get the mana meter and enter the real dungeon got me interested to play more. The story is also a strong point, I want to discover what is happening in this dungeon.

The one thing holding the back back in my opinion is the painfully slow movement. My man forgot his pokémon sports shoes before entering the dungeon.

Thanks for playing, and for the feedback !

Getting the golden floppy is indeed the end of the game for now, but much more is to come in a future version. Your suggestions are noted, especially the lack of feedback on enemies. These are all issues we just didn't have time to correct in time for the jam.

If you're interested in seeing more of this game please stick around for the MVM7 Super Edition, where we plan to add more powerups, more levels to explore and more awesome music!

Pretty original twist on the 2D platformer, loved the idea at first but the delay on the jump + rotating controls makes it pretty hard to get around. Beautiful graphics, cool story, nice companion, definitely on of the best games in this jam.

Great game, very cool concept combining arcade shooters and metroidvania style exploration. A bit too harsh at first, but once you get the quad-ship it gets more comfortable to explore the map. The art and music are good, and overall a very interesting entry !

A very solid submission, feels just like a castlevania game. Gameplay is great, music is awesome, and even if graphics are lacking it's still very clear and enjoyable.

Great game, a bit difficult to control but definitely worth it ! Loved the graphics !

Thanks for your rating and feedback, we really gave our best on this game !

Even if time and organization was a bit of an issue for us irl, we tried to stick as close as possible to the Metroid feel ('cause that's where the good stuff at). Gameplay for me was the most important, with graphics a close second, so i made sure the game controls well and looks good even if some objects have the tendency to disappear without reason. And it payed of, we really weren't expecting to get 4/5 on three out of five categories, and we are happy happy that you liked our game so much !

As for the future of Z.A.T.F.E, we absolutely plan on making a complete game out of this idea, our first goal being to release a new version before Metroidvania month 4.  

Hi ! 

Thank you for your feedback ! I'm really happy to know that you liked our game, despite the rushed state it's in. We had some enemies planned and didn't have the time to put them in, but there will definitely be some in some update.

Hope you'll play again when the next version comes out !