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Doctor Lectro's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Audio | #9 | 3.176 | 3.176 |
Graphics | #9 | 3.471 | 3.471 |
Overall | #11 | 3.047 | 3.047 |
Innovation | #12 | 3.118 | 3.118 |
Gameplay | #16 | 2.588 | 2.588 |
Theme interpretation | #18 | 2.882 | 2.882 |
Ranked from 17 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Source code repository URL
https://code.rocketnine.space/tslocum/doctorlectro
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Comments
I think the player could be just a bit faster so that exploring the map would be faster as well. I really like the magnetism mechanic, it feels ?natural? Music is amazing too!
Well done, an enjoyable platformer!
Nice work! The player character robot is so cute!!
The jumping and the physics felt very smooth, but I agree with the other comments that when you're just walking from point A to point B it feels painfully slow.
Cool action game! You always do a good job to develop nice action games with Ebitengine. I love the way in which explicit introductions (press Enter, press J..) are shown. Such things are very important for players and you did a great job.
Unfortunately I could not get over one of the holes in the second room... (the right one in the blow picture) I'll retry later!
Thanks for playing! And thanks for making Ebitengine. You can wall jump to get up there. (Jump against a wall and keep jumping against it to keep going up)
Cool! I really liked the art, loved the music!
As mentioned already, I also wished the character was a bit faster, and also the wall jumps a bit more responsive (I feel like the frame is too short in amount of ticks we have to reset the jump on a wall)
I enjoyed the platforming overall, but yes as this is mostly what the game is about, it is hard to go past the character's low speed since the walking time it takes to give another try to some platforms might be frustrating
Besides above, nice polishing, smooth screens transitions, and pressing "M" is definitely not an option haha
Good job
Sorry to barge in again. To disagree with Zyko, I think the character controls were almost perfect as they were. I liked wall-jump timing. And while speed could be changed, I think it's more accurate to say that the issue is the relationship between movement capacity vs movement needs. For example, speed could have been kept the same, but add zip lines or magnetic rails to jump on and move quickly through some areas. Or other skills or devices. Or design levels to be more vertical and take advantage of wall-jump and magnetism. Or make levels more linear (e.g: room by room, and then can't go back). Or put robot eggs to respawn from them when you want. For the metroidvania genre, it's true that if you want to make an explorable world you want it to be pleasant to traverse, and maybe higher speed would be nice, but I don't think speed was necessarily a problem here. Part of an unbalanced equation yes, but there are many other variables that could be adjusted. I was now thinking about Team Cherry saying they made Silksong as a separate game because Hornet wasn't the right size for Hallownest.
You're right in that the issue is the time it takes to traverse the level, I think most of us suggested player speed first because it is an easier suggestion to make without rethinking parts of the level design and ask for another game to be made. But indeed, any trick that make it more dynamic would have made it like you suggested. Except, I also would have preferred to traverse small platforms faster, but maybe that's just me! (I can't imagine micro zip lines here and there haha, but who knows)
As for the wall-jumping controls, maybe it's either my spec or my skill, but I really found the frame allowing for a jump reset very tight and not super clear.
At first, it looks like the character doesn't stay "attached" (even though it's not supposed to attach, but you know what I mean) to the wall for long enough and get bounced back a bit, because of the collision resolving instantly. So the character is now in the air, not allowed to jump.
If the timing is intended to be short, it's fine, but with the feedback given by the game I couldn't find the final formula, almost to the point I thought it was rng
Like the graphics! Just wish the walking was a bit faster.
Is there anything after "all systems are operational"?
The mechanics are really cool and polished and the music is aptly chosen, but I thought levels were not good, so I have a hard time rating the gameplay. I think that smaller levels, more focused on teaching the mechanics and applying its cool side effects would have been better than what I felt were mainly big, empty and tedious-to-traverse levels.
Here’s a hint:
When the weapon console says “all systems are operational” there is a hint later in that message (“WARNING: KEEP AWAY FROM MAGNETIC FIELDS”).
Thanks for playing and sharing your feedback.