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A jam submission

EveryMetroidvaniaEverView game page

Submitted by Joqlepecheur (@joqlepecheur) — 8 minutes, 30 seconds before the deadline

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EveryMetroidvaniaEver's itch.io page

Results

CriteriaRankScore*Raw Score
Design#1683.7533.753

Ranked from 158 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Viewing comments 43 to 24 of 43 · Next page · Last page

Creator's poor grasp of English hinders a text based adventure. Consider hiring a proof-reader.

Developer

Hello.

This is a free jam game and I develop on my spare time, hiring is not an option.

I understand that this puts you off but perhaps you could point to some mistakes so that I can improve ?

I'm also commenting for free and thus don't really have the patience to go through the entire game. The mistake are not difficult to rectify, but you need to take responsibility for that. Don't be discouraged.

Submitted

I loved everything about this *except* for what I assume is the RNG for jumping and combat. I know it's meant to simulate the experience of playing a Metroidvania, but missing jumps or attacks just becomes frustrating.

That said, you otherwise nailed the feelings of exploration, growth, and dread I would expect from a Metroid game - all in what is essentially a text adventure.

Submitted(+1)

Super fun and entertaining! :D I was really wanting to see where the story went next, ha. Excellent work - would love to see more!

Developer

Thanks! I am working on it as of now, but it is taking more time I would have imagined ^^

(+1)

Surprisingly entertaining for taking the action out of an action based genre. Not much content in at the moment, but I like the idea!

(+1)

Amazing concept. I would pay for something like this seriously.

Developer(+1)

Thanks :)

I need to rework a lot of things, so I don't expect to post anything new before at least a good month.

(+1)

I liked it. I´m not really a fan of text adventures cause i keep forgetting where to go or what i can do/use, and thats why i think the map and the item menu are super cool. But the RNG can feel a little unfair.

Developer(+1)

yeah I know that the RNG can feel ... so norfair 

Submitted(+1)

Cool! Dunno what else to say.

Submitted

I know you said in the description but I just could not shake the feeling that I was more of less playing a text adventure with some graphics and it was missing the mood/feeling of exploration I get from metroidvanias mainly because its hard for me to visualize what I read (they are just words to me). I think it would've been great, and perhaps what I was expecting, is that you would have a more traditional looking metroidvania with a character and a smaller map and instead of controlling the player by using ARROWS/Buttons you would type commands that would slowly become more advance as you grew. So I would see my character move left when I typed "left" or move and stopped when I typed stopped. Perhaps a little harder to program but definitely would've added to the "no MECHANIC" part :D Still, nicely done

Submitted(+1)

I love this concept, and you've done a lot of fun things with the game. I would never have imagined this type of mash-up working, but you've pulled it off very well. The atmosphere is perfect and really makes you feel like you're exploring a Metroid game.  I agree that the RNG can feel a little unfair, but there's so little consequence to it as long as you save that it hardly matters.

The only real gripe I have is that maybe you could involve a little more choice in it. It's terribly linear as it stands, and there's no reason to give it another go once you've played it. Other than that, you've done the most important thing, which is left me wanting more. ;)

Developer(+2)

hi ! It is linear on purpose to serve as a tutorial and not being lost right away . It was supposed to open up more after that but I only completed a quarter of the target. Thanks for the comment , I will make a proper short game in the upcoming months 

Submitted(+1)

I'm not super big on text games, but this was engaging none the less.  You did a great job of shoving a ton of atmosphere into basic shapes, colors, and text.  I think the only thing I want to see is more.  

good work

Submitted(+1)

Superb idea.  I kind'a wish you'd been able to make the graphics look *exactly* like Mark's ones from his videos -- oh the parody!  Like others, wish it had been longer but super fun still :)

Developer(+1)

A game were you only have a dependency chart ;)

(+1)

Great idea! Great game! Great fit for the theme! Can't wait to play more.

(+1)

Really fun and clever concept. I liked how you translated a lot of the metroidvania tropes (gap that's slightly too long to jump, etc.) into text. One thing you could do is have some possibilities that aren't explicitly given (e.g. "There is a small gap to the right", but no "Go right = D"), which would encourage more experimentation and thought about the descriptions.

(+1)

says end of the demo I hope it's because of the time constraint 

nice concept, would love to see more after the jam

Submitted

weird... i got stuck and couldn't go any further

Developer

Hello !

Perhaps you got stuck because you didn't grab the gun ?

If you fail the jump to grab the gun you can do it again. I will have to make this a little bit more explicit since it is a core mechanic of the game.

(+1)

I really want a full version of that.

I'd suggest adding symbols for doors (at least if you have already been through them) to make the map a little less confusing.


Also some kind of stat screen so you can see how the character gets better would be pretty awesome.

Developer

Adding doors is a must, thanks for suggesting ;)

I want to avoid stat display as much as possible, so I will try to convey more into the game how you get better.

Submitted(+1)

I think the concept is pretty cool. I like text adventures, and the idea of stripping another genre down into a text adventure was definitely intriguing. That said, the RNG was incredibly frustrating to me to the point that it kind of ruined the experience of the game for me. I feel like while I might fail a lot in a Metroidvania, the failure is based on my own agency of e.g. lining a jump up right or not, and not just a random dice roll. I know there's a hidden skill system, but I didn't really feel the effects of it enough to make the random failure on e.g. the boss not so frustrating. I'm not sure if the formula could be reworked to not rely on RNG so much, it's possible this game just isn't for me, but it did kind of sour my experience with a game I otherwise liked the concept of a lot.

Developer

Hi there, RNG is really key in the game I want to make.

I think the reason it frustrated you is because it is unexpected in games presented like this, and the odds are not indicated.

Let's break it down (without taking the skill into account):

  • jump over spikey creatures 70%, failure still puts you on the other side of the room >> frustration should be low
  • jump to get the gun 40%, failure has no consequence >> frustration should be low
  • jumping over boss projectile 40% the first time, 45% after that, failure means -15 HP >> it is there to limit the number of tries to attack the boss. can be frustrating
  • shoot the legs 60%, belly 65%, head 55%. >> the goal is to mess with your head trying to understand pattern. can be frustrating.

So to summarize, I think those are pretty good odds for the player, if you know what you are doing against the boss you have almost 0% chance of dying.  And even so, the consequence in case of failure is low.

I can think of tons of examples where players accept very bad odds: loot boxes, drops in diablo or wow, bosses in many RPGs. So my guess would be that you got frustrated because of the unknown (or you just don't like RNG at all ;) )

Lining a jump etc, is exactly what I don't want, I want every player to have the same chances playing the game, weither they are good at controlling a character or not.

To be honest, I am surprised I has as much positive feedback, because I figured that people that are skillful enough to play a metroidvania wouldn't accept to swap their skill with an unknown dice, and people who are not would not really know the genre.

The skill boost is very subtle, and I want to avoid it being gamified, at least at this stage of the game. If I keep working on the game I want the skill to offer options if it is very high, damage boosting for a fake speedrun time etc ;)

Thanks for playing and your feedback !

Submitted (1 edit) (+1)

Loved it! Hoped it'd never end tbh

(+1)

Nice job! I didn't want it to end. Dx I like exploring, even if I do prefer the normal metroidvania experience hehe.

(+1)

Awesome ideia, concept and realization. Congrats!

Viewing comments 43 to 24 of 43 · Next page · Last page