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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 23 to 4 of 43 · Next page · Previous page · First page · Last page
(+1)

Wow! It really does feel like every Metroidvania ever! I both like and hate the randomness of the damage during the boss fight, but I guess if I was playing Metroid I'd probably not make every shot or would get hit during the battle. Save points are great, music is atmospheric. I'd love to play more!

Submitted(+1)

Really nice game !

Submitted(+1)

I was quite surprised by the concept. This is really cool!

I love the text-adventure style, as well as the bit of satire behind it. In that aspect, the RNG plays very well in the game's humor. However, that randomness can be a bit confusing at the beginning. It took me a while to figure out I had to try to jump several times to succeed. Maybe the text could suggest to the player that if they try again, they could make it?

Anyway, that's a really good entry. Congratulation!

Developer

oh yeah, that's a really good suggestion, I will change the text to emphasize you should try again.

Thanks!

Deleted 2 years ago
Developer

There will be, one weekend is a short time !

Deleted 2 years ago
Submitted(+1)

its a interesting idea, would love to see more of it I also wished the map showed what part of the room you were in, besides that, tons of fun!

Basically a stripped down metroidvania, but still a lot of fun

Cute game idea :)

Submitted (1 edit)

Its a pretty good adventure game, I liked the concept and the execution was quite solid. Didnt like how RNG based the fights were tho, I prefer there to be some strategy or skill required atleast. Nice job tho, especially like the anesthetic.


shameless plug for my game: https://darylsteak.itch.io/paint-the-walls-red-gmtk-jam

 

Submitted

I like the approach, it is a bit challenging but that's what helped keep me playing. Great work.

Submitted(+3)

The idea of a metroidvania text adventure is quite a strong fit. Furthermore, the lack of visuals along with the atmospheric music do a great job of helping to build this feeling of exploring the unknown. 

I do have a few small issues and things I think could be improved upon. Most evident is the movement, A,D to go left and right (ok) and U,I to go up and down......what? I'm very curious as to why you didn't make W,S the vertical movement keys as it would have made movement much more natural which would be particularly helpful when I have to backtrack or redo parts that I died to, speaking of....

The fight. The colour puzzle is alright but it carries with it some issues. Firstly, figuring it out, whilst not hard on it's own, becomes a bit of a chore when I get terrible RNG, missing and getting hit multiple times in a row. As such the fight feels quite random.

Secondly, I'm not too familiar with text games but I imagine context puzzles are important, because context can be built upon with writing flair and allows us to pick out key information and draw connections. Here, having it simply be "shoot the pink" doesn't make any sense from  a contextual standpoint. I guess it's closer to blood? Perhaps more flair would help, something like "it's head was pulsating pink at the rate of a heart beat, covered in veins" would suggest that it's more vulnerable without being a complete giveaway (assuming the other colours had more description, perhaps consider texture as well which I think tells us more than colour. An alternate and possibly better approach could be to establish pink as a vulnerable colour. Perhaps you did this an I just missed it, but having something that's pink be shown as harmless and vulnerable could work if you draw attention to the pink-ness, or how about having those weak easy to shoot creatures "explode, plastering the walls with a eerie glowing pink" to establish that pink represents the blood of this planet.

My final nitpick is that nothing really comes across as me solving it when the game tells me the solution. I think "perhaps I can use bombs on the cracked surface" only to have the game say "HEY YOU CAN USE BOMBS ON THE CRACKED SURFACE!". In a text adventure where I can say "use x on y" it opens up a lot more freedom, and whilst I wouldn't quite expect that here, a little more freedom would have helped. Rather than letting me use bombs only when applicable, let me waste bombs as anytime, that way I have to actually consider when to use them. 

This might be too complicated or not really fit, but perhaps if you don't want too much typing you could have certain key words or phrases (cracked wall, monster, ect) be highlighted in text. Then, when you use a bomb, you click the entity you want to use it on. I can see why this might have been too much work for the jam but it would add a lot of depth.

Rant aside, I do like the game for it's innovation in blending two compatible genres whilst building an atmosphere and it would be cool to see it improved upon. 

Developer

Hi

The movement thing was just a shortcut I took during developement. I will rework all movement so yYou can expect WASD in the next version,

True the randomness is there, however I designed the demo around it not being a real obstacle to completion. If I keep at it, smart item usage  (and trying to find powerups) and training will help a great deal. I really want to keep it to emulate a player playing the character.

Regarding the weakpoint, I will try to put some kind of clue in previous rooms, and I will keep in mind that I need to put some more context to guide smart actions (while keeping the brute force method working).

I don't think I want flair and typing as I believe this would make another game altogether. I believe leaving all text bland is an incentive to be careful and make your own judgement over keywords.

Thank you for the comment :)

interesting, but could use a little polish. Randomly generated numbers and metroidvania don't pair well :,(

Pros: It removes a lot from the Metroidvania genre while still managing to

  • recreate the atmosphere of a Metroidvania game perfectly, exploration and discovery included
  • include some backtracking
  • add power-ups
  • add an interesting boss fight.

Cons: It removes too much from the Metroidvania genre, to the point that it's a different genre.

Overall: If you're familiar with the genre, you'll appreciate this game A LOT, because you'll recognize all the traditional elements of these games translated into a new, peculiar form. If you're new to the genre, you will miss much of the Metroidvania experience, but all the fundamentals will still be there. You will still be able to enjoy the GREAT atmosphere this game has and its sense of exploration and discovery.

Experiment succeeded, 4/5.

Submitted (2 edits) (+1)

I am completely in love with this game! The beginnings of Metroidvania exploration, great tone-setting music, mysterious atmosphere...

I feel a little weird about RNG being involved with combat/exploration, but if  you can find secrets/upgrades that improve your accuracy/dexterity that would put my concerns there to rest. The way you made interesting combat in a text based game was also very impressive.

One criticism I might have is that having all of your current options for exploration explicitly described to you mitigates some of the satisfaction of figuring out what situations you can use certain items. For example, when you get bombs, the game just tells you where you can use them, and you can't use them in any other situations. I think it might be more interesting to simply give the player the option to use bombs in any room they like, and not tell them that they can destroy cracked surfaces (Perhaps you could just have a button to use any item you select from your inventory?) That way the player has to put two and two together themselves, and you don't sacrifice the essence of discovery when you find new items that's pretty essential to the Metroidvania experience imo. (Also this would let you put secrets in your map, since right now you have to tell the player everything they can do)

Anyway, great game, great execution! I would LOVE to see this developed into a full experience! 5/5

Developer

Hi there.

You are making a good argument on options. Initially I narrowed it down because if you don't you have to choose a result for each action everywhere, which was too time consuming.

Also, I am concerned player will just spam every action everywhere.

I might use this option only for weapons. I wanted to give the choice between gun (and gun+), laser whip and plasma bow, each with pros and cons. So for instance, for an ennemy, you would first select your weapon then fire.

I would combine this with tricks like I have used: the crack on the wall after the boss can only be opened if you save and go back (since you spent all energy on bombs on the boss), you won't find it in the natural course of the game.

So to sum up: I would like to go for a hybrid solution between current implementation and your suggestion.

Regarding RNG, there will be plenty of way to mitigate it.

Thanks for the detailed comment !

Submitted

I like this idea, but I'm really struggling with the pixel style font in what's essentially a text adventure.

Could that be because it's bright white text on black? I recall reading that some people have trouble reading text if it's like that and it'd be better if it was grey on black.

Submitted

Pure white on pure black is somewhat harder to read than using off-white and off-black, but the problem I'm having is that a pixel font is a very visually noisy thing that's not designed for long reads. Graphic designers make a distinction between "display fonts" which are good for titles and "text fonts" which are good for the body of text. I'd say a pixel font is absolutely a display font.

Developer (1 edit)

thanks for the input. At the very least I will see if I can soften the white. The black is not pure black but I will also go an extra step.

It is a bit too complicated to change to a more suited font due to game initial design(resolution  etc) but I will keep that in mind for future text games 

Edit: in fact I was thinking about it and I will simply introduce alternate colors with a button press that will be much more suitable 

(+2)

Please make this a full game :3

Submitted(+1)

I love this idea. It's a Metroidvania without real-time movement mechanics! That's a hilarious idea, and it was implemented very well. The music, the sound effects, the detailed descriptions, and the logical flow of uncovering an unknown planet all capture the feeling of a Metroidvania very well. This is definitely one of my favorite entries in this game jam, and I encourage you to continue working on it! It's innovative, clever, and it I think you can just continue to add content and polish until you have a really funny and interesting game.

Keep up the great work! Rated 5/5

Developer

Thanks for the comment!

I have already drawn the map, it would be a shame not to use it ;)

(+1)

This was a really interesting take on a metroidvania plus a text adventure game. It's funny, I was getting frustrated with failing against the boss - but that's exactly how it feels to play a metroidvania until you get used to defeating it. Really fun take on the challenge. 

Submitted

Nice

I like it. It's more like a text than a metroidvania though

(+1)

So innovative and unusual! Loved the design very much :p

Viewing comments 23 to 4 of 43 · Next page · Previous page · First page · Last page