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unraveledcape24

34
Posts
A member registered Aug 02, 2019

Creator of

Recent community posts

Congrats on 5th! Really hope u guys do the super jam or just keep working on it on your own!

Thanks for the high praise and review! (and pun lol)
If we continue and make the game larger with more areas, a map+markers would be a good edition just didnt have time during jam
I hope that the triple dash pillar wasnt too difficult balancing rooms for newer players vs people that have mastered movement while creating the game was something I did not consider and instead tried to create a challenge as that is supposed to be the last room you go to before beating the game.
I play tested on mouse and keyboard and when showing my family this xmas I used a controller and I did struggle with the sharp turns in that room as well. Those kind of jumps need to be easier and have a larger area to hit
With the arrow room that one was a silly/super difficult room we added last minute to guard an item and the crossbow we  didnt use anywhere else besides there
Def needs a crossbow rebalance and more lights (most likely just remove the room lol)
The all menus should have worked with controller we put alot of focus on the HUD+menus so it could be on your end.

I enjoyed this one fun setting, story, and nice pixel art
very natural layout of rooms and abilities to make it feel like a metroidvania
I avoided most of the combat though (got ganged up when exiting of some rooms because of this lol)
Took me a second to understand what to do with the 2nd gun ability but felt good figuring it out (I tried using it on the eye walls first)

I read your page and the ankh's are supposed to be one time use and they dont regen I can see how I confused that
But with that, it encourages basically dying on purpose everytime you get hit so you save up all hit points for a difficult encounter 
And the tablets I could interact with but couldnt read not sure if it was a font issue or a my eyes issue lol
Sorry if my comment came out rude I just saw this one and another jam both submitted to gb jam without updates and assumed. Sorry life stuff prevented you from working on it more 

Amazing pixel art and animations on characters
I also enjoyed the world building 
The insta death void out was a bit much 
Very good final section platforming and music
I didnt fight any enemies as I realized that I didnt gain anything from doing so

(1 edit)

I beat in 65 mins and found 3 optional pickups and RCA
Man the difficultly curve near the end got me I thought that the game was over after snow area
The final boss was very fun once I understood
The ability placement was very challenging as you placed abilities near other abilities so players might not think to go back and explore directly next to an ability pickup
Took me like 3 sweeps of entire map to find the 3rd ability so it was very weirdly placed
the third ability + your spike placement was alot to master in a short amount of time

me after snow area spikes

I liked the lighting in the big rooms as well as the lanterns to show what paths you have explored
The spikes taking away health instead of a void out made it a bit annoying to get back to where you were causing players to have to repeat sections
The knife wall stick vs a wall jump was a creative way to respin that idea 
overall great job!

A icon or flash on the character to let you know when you can dash again would be nice
The secret rooms I found well placed so it felt satisfying I usually dont like when there are invisible "secret rooms" with no indicators
The final bosses design was cool as well as the fakeout enemies

I couldnt find the dash (im assuming that would let me through grated doors) and there were 2 softlocks and a door that would always crash me when i entered so i gave up on looking thinking abilities are behind that door
The pixel art on the intro and castle/crypt are very good
(also the name in game and on the jam are spelled differently Upedi vs Upadi)

I really enjoyed the jar ability I just sat next the the fire for a bit to charge up lol
The boss was awesome and laser was very difficult to dodge within the arena

I really like the splash art on the submission page as well as the in game art
The enemies kept killing me as I entered rooms
I got super jumpscared by the end screen though 

I thought that the exp system was clever as a way to manage all resources and tie into combat + exploration
I got all the way through temple and blew up wall to get to man and the way closed behind me then I died to go back to checkpoint before and was softlocked in respawn room. I stopped after that because it took me a while to get there and would have had to restart
I got all the ankhs but when I died it would reset how many I had collected to 1 (I think because save points could only be used once)
because of this the combat was a bit brutal as I was permanently 2 hit
I also couldnt read any of the tablets? I think that the lore reason is that the man is the only one who could read them but why are they everywhere (I prob missed something)
This isnt really a metroidvania and checking the page you submitted it to the game boy jam as well so it feels like an afterthought to submit here

I really enjoyed this but I think I downloaded before it got delisted (?)
You should unprivate it I had alot of fun (once I figured out controls)
I beat the final boss and I was such a high level it couldnt do damage to me lol (I killed very enemy I came across)
Very cool hack and slash metroidvania 
If anyone else managed to download before delist I will add controls below

Controls:
Arrow Keys space to jump
w to interact with/accept ability rectangles
z to attack z mid air to activate blue ability
if using the blue ability above an area that resets your position dont move until bounce for it not reset your position to start of room
space midair to activate green ability
x + a direction held to use red ability

press w to collect the rectangle
Not sure why it got delisted but i downloaded before playing rn

Fell off map and got soft locked I think
I liked the background and the robot's and enemy roomba's designs

Was yelling "Alohomora!" in harry's voice everytime I opened a locked object lol
You matched the style and feel of those games very well (a bit stiffer movement)
Great set piece design with the first area in front of the castle
I liked the magic hats design (from reading the games page its the reason she became a witch)
Our teams settled on around the same theme (witch girl) and went in completely different directions with it 
great job I hope you keep working on it

The reload is very cool, wish scroll wheel was also bound to reload instead of spamming r you could scroll
It took me a min to understand that the platform in the middle of the main room moves so i was stuck
I got jumpscared by a couple of the corner enemies lol 
Very good mood and I had a fun time good job

I'm glad your team is going to keep working on it
I'll check it out in 2 more months 

(2 edits)

You need the first ability in the castle to get the next 2 abilities one in castle one in city
If you want to give it another try use the following hints:
In the castles first room at the top there is a room where you must defeat enemies to make platforms move and that ability lets you complete the room with the platforms. Both are near the room you got frustrated with
(making rooms when you have mastered your own movement is very weird as I wasn't sure that was too hard or not)
looking directly at the wall pads and following the lanterns helps in that room
Then another ability in the city is at the top of the tallest tower 

I like how the name ties into gameplay with you growing platforms only from "grassy" areas

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I like the hollow knight/silksong inspiration. The boss room reminded me of the white lady's area.
Went to pause to stream in discord to a friend but esc closed the game so I had to redo some areas
I think that the double jump was just space bar in the air and holding attack on the ground to shoot forward would have made the platforming sections a bit more fluid

This is insanely good for a solo dev project in a month!
Reading one of your blog posts on how you can build levels with your engine (plus some reused assets) I think that gave you a very large time advantage and let you polish your game a lot more. 
Excellent pixel art, enemies, mechanics, story, and a longer game as well (took me 2 to 3 hours)
Struggled early on to find the second ability because of so many options and I got into city skipping an ability check
Got 100% minus the 3rd journal I looked for like 30 mins lol
The final boss was a bit on the easy side though
Insanely polished game minus one major bug:
When I got to final prompt at end of game I hit B button and the game crashed and that deleted my 100% save so I didn't get to see the ending. Will watch one of my team members play so I can see it
This game is very well done excellent job

I liked the drawn assets on the main menu
Pause menu looked really good
No sound options in settings so I had to turn down using windows volume mixer
Really good vibe and idea just very short 

Thanks its been my avatar for like 4+ years its a good one

Very fun platformer struggled with the bomb a bit but mastered it on final section
Found out that if you hold r while grappled to something it keeps you grappled and doesnt use a charge
also that you can hold r at end and run around
I liked mister jigoku hes awesome and friendly

I had this issue as well

Edit 2: Didn't find the air dash either super hard mode i guess (my friend found it as well lol)

The message at the end made me laugh lol

(2 edits)

I like the color abilities + painting floor to absorb(wall jump was hard to use got stuck in wall jump room for 15 mins) and the axe spinning enemy was fun
P being pause vs escape is an option I found it after i forgot what button absorb was and was clicking all of my keyboard to find it again lol
the health upgrade in the wall jump room was very difficult to get I had to not wall jump and use 2 slides instead
the red ability was very cool wish it could be used mid air to catch/stop momentum. and had more than one room to explore it but from what it says mid game you may have scrapped an more open city concept and went for portal puzzle rooms instead. I liked the absorb mechanic because if there was a boss choosing between healing and doing more damage with your color meter is a good concept.
Had fun playing! (minus wall jump room lol i got a bit mad)
Edit: Watched my friend play and F stops momentum midair I played the game on hard mode lol

(1 edit)

Got a 3:10 with 100% went back and speedran and got a 2:36 
The movement was fun and I enjoyed zooming around collecting everything 
The vibe love the style, main character, and the pause menu + it's animation was very well done (The splash icon for the jam doesnt match the cool style found in game)
I collected one of the abilities last so not really metroidvania-y but still very fun and enjoyable as a platformer

Hope you keep working on it and make it longer very enjoyable
some platforming was a bit too tight like the x3 orb dash room but otherwise felt good
Very linear since it was short and focused on enemy encounters
The bosses becoming uncorrupted was cool as well
Your stand in at the end letting me know I missed a collectable was a nice touch

I got 37 deaths 847 seconds
I think I died in the first jumpad teleport room 25 times lol
very fun last rooms that combine all of the elements of the game 
I like the vibe/pixel art as well good job!

Amazing art, atmosphere, and overall style but a bit buggy.
(I got softlocked in the 2nd room and some various animation bugs and boss insta killing me)
Would love to play a finished version of this without some of the more noticeable bugs
I really liked the rat animation for the clausto-meter as well as the captain in the wall.
(I saw that animation in the progress tab in discord in the middle of jam and was amazed)
The tall door for the final boss made me laugh as well as lighting him on fire
My favorite submission for sure though good job

(2 edits)

It in the first area with the barn and has low visibility if you didn't update. We pushed an update that made it more visible right before deadline.