I'm not monkeying around!
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Metamorphosis :Ape Ascension's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Theme | #158 | 3.440 | 3.440 |
Presentation (graphics, audio) | #250 | 3.040 | 3.040 |
Originality | #267 | 2.960 | 2.960 |
Fun | #311 | 2.480 | 2.480 |
Ranked from 25 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game represent Mode?
🍌🦍🐵🐒 - GO APE MODE - 🐒 🐵 🦍🍌
- Use your Bananameter™ carefully , it is fun to play in Ape Mode but you might need it
- Take a look at the map (its on the page not in game at the moment) You start at the up left corner in Laboratory and try to get out from the down left Lobby Exit.
Comments
Very impressively-constructed and intricate level design with a lot of ideas to play with. Unfortunately, it runs poorly on my computer, and I don't even think it's a bad computer haha. Could use a lot of refinement, but the ideas are there, and the use of assets was awesome!
I enjoy the art style! I really like how the ape looks with the shader.
I had a bit of a hard time climbing and I would clip through walls at times, not sure what happened! But it had a cool toon shader look to it and would love to see you polish it a bit more!
Damn! This is a hidden gem, I am honestly surprised this doesn't have more ratings. I had a great time looking at this and playing. Please continue working on this after the jam ends! Would love to see a full release
Love the environment art! I had some difficulties with climbing and infinitely sliding through walls. Would love to try this again and explore the full map when game gets more polished.
Incredible work! I love the detail and polish on these elaborate and unique environments. I thoroughly enjoyed ape mode. Overall a wonderful experience. Great job!
Going ape mode was fun and I enjoyed exploring the level and finding mysterious assets like the children stuck in tubes. Kinda gave me Grounded vibes in a good way. I also really liked the ape animations. Good job!
The game is really cool, and the concept is super interesting! I also liked the art a lot. I had some already known bugs, but that's normal! You all have done a great job, congrats! :D
I love the environmental storytelling in the game! The mode change is cool and the climbing animations are really smooth. The game seems pretty easy to softlock when running out of bananas, so I would suggest slowly regenerating bananameter. Audio design needs also some work, but visually the game looks great. Keep up the good work!
This was definitely the funniest screenshot I got.
As fun as collecting screenshots is, unfortunately I couldn't not get a bug that made me restart. So I can't say much about the gameplay. Still, I think this is pretty impressive. After I floated up into the sky I could see how big the place was, and that's impressive for a game jam project. I always appreciate playing 3D games in a game jam. I also really liked the story you wrote, and how I could see it in the game with those tubes with kids in them. The main menu was cool too, I liked the security footage idea. Overall, it doesn't matter if the game had fun gameplay or fun bugs, I still had fun!
Also, me in the sky:
We didnt had time to playtest and fixed up some of the issues last minute (Literraly it was 7.59 when we submited :D). Wanted a great storyline and fun game for everyone so we tried or best to put this together. We are working on the known bugs and fixed most of them. Accualy didn't think about that idea of the tube kids so it could be great to have them. Glad you liked the security cam idea i was sceptical to put it but i am fine with it now :D . Thanks for playing the game and thank you for your appreciation.
I really liked the amount of detail in certain scenes but it's kinda contrasted against some of the hallways/stairwells that are more sparse, a better balance would add a lot! Especially since a lot of this game seems to be around exploration of this large map. Another thing that would help is maybe some kind of map or at least a goal indicator. I didn't know what my character was supposed to be doing aside from collecting bananas, and certain mechanics like door smashing I had to figure out myself. The music was also a bit quiet, but I prefer that than too loud ;) Good job on completing a game, it's no easy task!
Thanks a lot for your feedback , it is not polished yet , music and details will be added in updates .We had that feedback a lot , people got lost what to do or where to go so we will add a minimap (and ingame map so you can see the whole map).Settings menu also will be added i dont like loud games too player always needs to be in control in my opinion so will be fixed. Thanks again for your kind words!
The level of detail in the level is impressive, but it's a bit costly on graphics. It may work better if the game was divided into separate scenes.
I really love that art style, and all the prop details really add to it! Was missing some music (at least couldn't hear any) and ran into one bug when running out of banana power while smashing a door (had to restart the client). Also got a network popup when running, I think that's from packaging a develop build instead of shipping build.
Really great job! Getting such a detailed map built with gameplay elements in this timeframe is very impressive!
Will be fixed after the voting process of "Big Mode Gamejam":
Known issues
- Some of the checkpoints do not send to the last save point.
- All the laser doors have the same password, we decided to do this to make the game playable due to a last minute bug.
- If you press the 1 key, it throws you to the last save point (this was a development checkpoint mod, we forgot to delete it).
Updates coming with the second version of the game:
- Storytelling with cutscenes.
- A foggy visual effect between transformations.
- We have developed a light switch off mode and if you can reach the electric box to turn off the lights without getting caught by enemies, you can reduce the distance enemies can see you. (We could not add it during the merge phase due to lack of time and level design took a long time).
- Extra game sounds (tension music when enemies approach us, Npc talking sounds, office sounds etc.)
- Enemy diversifications were made and about 10 different enemy combinations were produced.
- After escaping from the lab, the story continues and we have two different levels, one is the bazaar area and the other is the jungle.
I really like the art style and the level of detail of the facility is insane for a 3 week project. Kinda sad that you had to make all the passcodes the same at the last minute. It made exploring the level pretty trivial. Music was extremely quiet and the sound design was also pretty abcent. After respawning the game became unresponsive sometimes, so I had to restart from the beginning a few times.
I think if you improved on the clunkiness of the movement a bit (door smashing, ape climbing) I think this would be a really fun game to speedrun (in a "Mr. Krabs Overdoses On Ketamine"-kinda way).
Thanks for playing and sharing your thoughts! I appreciate the compliments on the art and level detail. I apologize for the last-minute decision on passcodes; it was due to time constraints. We will work on the music volume, sound design, and responsiveness issues, we aim to improve it for a smoother experience. I'm intrigued by the speedrunning potential and will explore enhancements. Thanks again for your valuable input!
I loved the theme on this one! It has some good art in it. I got a little lost on what to do and spent all my bananas right off the bat haha
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