Clever, but feels like you're spending a lot of time on the map screen instead of doing the Metroidvania thing of exploring.
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Allocation's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Design | #10 | 4.667 | 4.667 |
Ranked from 114 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Comments
The only problem I see with the game is that the character moves too fast and you can't decide how hight you jump wich makes it hard to aim or simply moving around. This is a problem especially beacause the rooms are small and it doesn't take long to traverse them. Otherwise it's a good game: the concept is fantasic and the execution is also pretty good. I would like to see this as a full game.
I loved your game and have nothing substantial to say so let me just throw an idea:
I would love it if there were upgrades and stuff will begin to be father and father away, so you will have to use harder and harder rooms that were impossible before you got the upgrades.
Great work!
I really love the idea and the general execution, but the controls kinda ruined the experience for me. Having the jump and shoot keys adjacent meant that I commonly did one when I meant to do the other, which resulted in a lot of deaths. I know it's a jam, but generally having a couple control schemes pre-bound is a nice thing to do (WASD with space to jump is a pretty popular scheme, and none of those keys are used here).
The second issue I had with the controls was around the movement. The jump takes you way higher than you need to get on most platforms and the lack of ability to put yourself in a corner and turn around to shoot both make getting through certain rooms without being hit really difficult. The vertical shaft with the three blades is a great example. There's little room for timing a jump and a shot since you have to come off the wall to be able to shoot at the blades. Then the jump sends your head through the platform above the one you're aiming for, meaning that if you've not also watching the blade above, you get hit.
These issues aside, the game is really well made/designed. The art style is simple but super effective. The sound effects are serviceable, but can be a little on the grating side. The idea itself is incredible and has a lot of potential possibility space.
You've got a potentially really great game on your hands if you want to keep developing it. It could just use a little bit of polish in the controls.
This was great! Full version when? :-). I feel like it needs one of those plots where your character is on some dire quest and the game won't tell you exactly what that is until it's nearly over. And all the obvious not-a-gamejam-game polish, of course, but I'd definitely buy a completed version of this game.
Also: I want to see speedruns of this.
I never thought a metroid maker would work out until i played this, this was really really awesome dude. I love how I still have to return with my map pieces making it still a metroid-vania to its core with the back tracking. I would rephrase your summary to "A metroidvania without having to remember locations" because it technically can be interconnected if I make it interconnected. I'm going to show my roommate when he gets home from work, seriously great job! You should really take this idea farther.
And no complaints considering the great quality and amount of time you were given to make this.
Fantastic game with a great mechanic! However, I find it hard to judge how this game fits with the jam's theme 'Genre WITHOUT Mechanic'. I understand its a metroidvania with map editing but, to me at least, still felt like a classic metroidvania, mechanics and all. Still, great job on the game itself!
GREAT idea and execution. would've loved more variety in the enemy types but for a game made in 48 hours it's fantastic.
Super super cool! Like holy shit dude! I want to see more of this game! One thing I thought of while playing that could add to the strategy is having different biomes that change how the rooms work in different parts of the map, like the floors are icy near the top, its super hot and you take damage over time while you're in the room at the bottom, its filled with water, or something like that.
This is great, Amazing Idea! Seriously impressive that you made this is just 2 days! My only gripe is that the controls are a bit wonky...
Very smart! I love that the healing rooms are one-way entries, forcing the player to plan their map around it. IMO, there should've been fewer rooms overall, so players would need to use all of their pieces in the final stretch. I never saw some of the hardest rooms because I didn't need to use them. But I loved this!
If you're going to expand on this game in the future, having certain areas have 'hazards' that effect the room tile placed there among other spatial puzzles (like rooms that can rotate with levers) could be really interesting. I think there's still a lot of potential here!
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