As someone already said the best way to get through the game is by partly avoiding it's main mechanic. The item switching is a good idea, but felt to me more like an anoyance than something I would try to plan for and incorperate into my play. I think it would be interesting if the beat of the metronome would have had consequences for the rest of the game, like enemy movement, weakness or attack patterns. Because then one would have to plan how, where and when to move, attack.
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Metro Gnome's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Adherence to the Theme | #1230 | 3.268 | 3.444 |
Overall | #1453 | 2.846 | 3.000 |
Originality | #1473 | 2.846 | 3.000 |
Design | #1551 | 2.424 | 2.556 |
Ranked from 9 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Comments
We couldn't get past the room in the second screenshot (the U shaped water area) due to the terror of the ghost. It took a bit to realize that the bow can hit the ghost, so for a couple of play throughs we just avoided picking up the Shield and the Bow to stick with the more effective, predictable Sword. The Shield seems to make you immune to the moving block enemies, but it's a bit difficult to tell.
The movement felt enjoyably silly and slippery, and mostly felt like the presentation of the game was on point. It just seems that the rotation of the items, mixed with how hard it is to hit the quickly flying ghost, is too much for these ratties to handle. It was an enjoyable dungeon romp, tho!
Good music and visual design. Movement felt slidey and switching could have been reworked to feel smoother. Adherence to theme was a bit tenuous but the concept was fairly original. Good job!
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