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Monoid's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Graphics | #192 | 3.680 | 3.680 |
Audio | #195 | 3.320 | 3.320 |
Overall | #424 | 2.973 | 2.973 |
Innovation | #436 | 2.840 | 2.840 |
Game Design | #493 | 2.840 | 2.840 |
Fun | #541 | 2.680 | 2.680 |
Theme | #661 | 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 you game fit the theme?
There are enemies that follow you almost everywhere
Did you write all the code and made all the assets from scratch?
Everything in the game was made by me alone.
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Comments
The idea is cool and the game looks beautiful, but personally I think it is very punishing. The enemies were always hitting me and the jumps felt too tight, almost impossible. For a casual player like me, it was a bit frustating, but I can see people who like challenges having a lot of fun with this game. Good job!
Nice game. I liked how you implemented coyote time and made a pretty challenging metroidvania. However, some of the jumps were really tight (most needed coyote time or were barely possible) and it was hard to tell if what I was doing was even possible.
The enemy is also kinda ridiculous and it seems almost impossible to avoid sometimes (at least I couldn't figure out a consistent way to). Just seemed like an instant death missile.
It was kinda hard to tell were to go? Like some bottomless pits you could jump down or move, but others just killed you. If there could be more indicators, that'd be cool. (BTW, I think there's a bug where if you spam jump, you can double jump)
Otherwise, neat game and continue the good work!
I don't think there were any pits you needed to go into to progress, but I might also be misremembering. And yes I know about the double jump bug, but I was too lazy to figure out what causes it. Thanks for playing!
Fair enough with the pit thing; it was just hard to know which way was the right way since a lot of the entrances/exits looked the same.
If you have time, check out our game too!
A very well made metroidvania! The art and animation are wonderful and the audio adds a great atmosphere. I liked a lot of things about this game, but i think the red enemy is too fast, it was hard to get to the next room
Regardless, it's a great game, excelent work!
Thanks!
ALL FIVE STARS!!!
this game spent most of my time in this game jam ,I like metroidvania type game so much and this game is well made ,jumps feeling nice ,level design are great ; game difficute curve is smooth ;
but I have to say the red ghost is very hard to avoid in some where;
I am so into this game and hope to learn from you , do you have youtube chanel or something else?
I like it very much but I cant pass a level where the enemy is impossible aggressive and the z and x keys dos not work.
Solid!
Thanks!
Really charming, especially for a meteroidvania made in only a week. I feel like the uber-aggressive enemies kinda detract from the exploration, but I can see why you'd include them to fit the theme. Nice work!
Thanks!
Love the atmosphere! The music, the visuals, the animation, all very good, well done!
I feel like using C or J to jump is very awkward though... Why not use space like... Any other game? It forced me to play in a way I'm not used to (moving with my right hand, arrow keys, and actions (jump, dash etc) with my left hand and it's very difficult. On top of that the difficulty is something else! WTF is that speed on the homing ennemies? xD Cut me some slack, haha. Instead of a challenging game, it really felt like an unfair game, I must say.
Don't get me wrong, I really liked it, that's why I continued playing, but... yeah, At least some rebinds for they keys could have made it easier I think.
Anyway, still good job on the game!
Space for me is very uncomfortable for platformers. If you want to move with your right hand, use WASD and jump with J. Thanks for playing.
I mean... If you allow C AND J as jump buttons, might as well allow Spacebar even if you as a person won't use it ;)
Just my 2cts :)
Very Cool Game
The atmosphere of this game is great - visuals and character animations are really impressive, and the platforming is fast and satisfying. I really like the idea of mixing metroidvania power-ups & exploration with a forced speedrun-type gameplay due to the enemies chasing you down, but their speed was often a bit overwhelming and required me to do weird jumps and make them loop around me (not sure if that's intentional). Also, many of the jumps are so precise that they can feel a bit frustrating to perform over and over again, especially when you need to start your jump precisely after walking off a ledge.
Yep, I agree with the other reviewers that the difficulty with the insanely fast homing enemy was too much for me. I got the double jump and circled back to the starting area, then made my way into the zone that looked like organic foliage before having died so much that I had to ragequit. This game definitely looked like it would be good if I could make it farther. I admit my own game is also one where I expect players to die a lot, and you have a quick restart which is important in pulling off such a game. In mine I also nerfed the enemies a little bit each time the player dies so eventually it gets easy enough for them to win; I'm not sure if you would consider that a good design approach or something you would want to do in games where you know it's gunna be hard, but since I did it you can see it in action (admittedly in a different genre of game) and whether it "feels" allright.
I really love a lot of things about this game. The art and music make for a great atmosphere, and the character animations and the way the character controls are really satisfying. I really wish I could have spent more time with this game, but I just hit a brick wall with the very first enemy. The red homing enemy moves crazy fast and I just felt frustrated trying to get past it. After dealing with this for a few screens, I just gave up. I’m sorry if I’m very blunt about that, I usually don’t criticize games so strongly, but I do it here because this game has the potential to be very good, but in my humble opinion the difficulty keeps it from getting there.
It seems the enemy being super fast is a "bug". Well, the enemy works by moving really fast if it's far enough from the player and then smoothly slowing down once it gets close, but without realizing I accidentally made the enemy decelerate per frame, so the slower your game runs, the slower the enemy slows down, meaning it goes fast for longer and feels unfair. Sorry for that! Thanks for playing!
Ahh, that would make sense because I was playing on a laptop! Let me replay this soon with the screen minimized a bit to see if I can get my FPS up and I’ll see if I can get further and revise my review.
One of the reasons for the slightly bad game feel is that the game is incredibly badly optimized. I didn't have time to do any optimization since I started so late, which resulted in very bad stuff like the whole map being loaded at once. I should've started earlier but it is what it is.
Haha I feel your pain. I had the same problem with my game, the entire map and all the colliders are kept loaded at once. I couldn’t get Monoid to run well on my laptop but I did raise my rating for game design since what I thought was a design choice was more of a performance related bug. Good luck on the rest of rating!
This game is tough! I love the fact that death isn't a serious drawback, it's quick to restart the player so another attempt can be made. Love the transitions to new areas and the movement was smooth. Great job!
Thanks a lot for playing!
Nice game looked great visually felt that u fell a little to fast felt a little unnatural however the art was great good use of music and good animations
Thanks
Nice game. Visually it's very appealing and the music is quite atmospheric.
I went left straight from the start and ended up in a situation where I couldn't proceed due an enemy homing towards me with the speed of light and from an angle where you cannot dodge (or it is very hard). I suppose I didn't find the power ups to dash and long jump, since they didn't do anything and there were clearly opportunities to use them.
Good job!
You find the dash and the long jump later on yes. Thanks for playing!
Nice visuals, good work on tilemaps! I also liked the music, good job!
Thanks!
this game is very tough. Like I mean tough. I feel like the tracking enemy should have a lower speed because it’s a little tough to platform while an enemy chases after you at 1000 km/hr in tight jump spaces. Just a little more room for breathing is all I’m asking. It’s very polished and very fluid feeling
it could be that I’m really bad at it though
I think it's a combination of both haha. I have a habit of making very hard games. Thanks for playing!