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It Does Not Belong in a Museum's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Creativity | #1858 | 3.456 | 3.456 |
Enjoyment | #2026 | 3.051 | 3.051 |
Overall | #2170 | 3.198 | 3.198 |
Presentation | #2593 | 3.089 | 3.089 |
Ranked from 79 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game fit the theme?
1) The roles of items are reversed: Instead of progressing by collecting items and gaining new abilities, the player progresses by giving up items and losing abilities 2) The player takes on the role of a reverse Indiana Jones-esque character, where you return artifacts to a temple instead of stealing from it.
Did your team create the vast majority of the art during the 48 hours?
Yes
We created the vast majority of the art during the game jam
Did your team create the vast majority of the music during the 48 hours?
No
We used pre-existing audio
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Comments
The reverse-metroidvania idea is really neat. It creates a rising difficulty as you have fewer options to deal with the coming challenges and it creates a meta-puzzle where you have to decide which powerups to give up first to cripple you the least in future areas. It also serves replayability as the game is qualitatively different when you play the areas in a different order.
My main criticism is with the platforming mechanics. They felt very clunky, especially with the overzealous wall-cling that was constantly activating when I didn't want it to.
Thanks for the feedback!
And yeah, the current mechanics are definitely not the most comfortable. It was a case of getting *some movement mechanics in ASAP* so that the Levels could be made well; but then the movement couldn't be tweaked because the levels were based on it.
Personally, I want to work on a post-jam update for it, and kinda fix-up the problem stuff, so that it's a nice small game, and then later start working on a new game from the ground-up that has the core idea but done on a larger and slightly different scale.
I really like the reverse Metroidvania. This could make a really fun speed run with an in-game timer. The character movement was a little too floaty for my preference, but was able to manage it. It was cool how every section was completable just sometimes with a little extra thinking. The level with the wall clings had that weird 90-degree fire which was the hardest in my opinion (gave up fire early). Then the double jump level has some poor collision on the first block after the spike. I got stuck under it without couching. Other than that it was a really nice game.
I love the idea! Fun and hard experience, good job!
Dang that was hard, but love the lil ending animation! The character movement could definitely use a lot of work, but I think the game really shines with the level design. it's really impressive the alternate routes you can take depending on which orbs you have. The idea of choosing your own order to do the puzzles, but taking away a power each time you finish one is awesome! The art style was really cute, but the particles didn't fit. tutorial was perfect: short and effective!
I like the idea of losing abilities as you progress. It's very good to leave the choice to the player which ability they will leave as they progress. Movement was clunky and hard to play for a game like this but I understand that it's hard to make a feel-good movement for a 48 hours jam. Also, level design was very good too. Good job ^^
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Review Summary
=========================
[ + + + + + ] :: ENJOYMENT
[ + + + + + ] :: CREATIVITY
[ + + + + - ] :: PRESENTATION
Please send this game to the British Museum. They be hoardin'!
==========================
Rubric / How I Measure The Score
==========================
[ + - - - - ] 1 - Missing
[ + + - - - ] 2 - Somewhat Present
[ + + + - - ] 3 - Present
[ + + + + - ] 4 - Well Done
[ + + + + + ] 5 - Outstanding
=========================
Detailed Review
=========================
[ + + + + + ] :: ENJOYMENT
Amazing mechanics and level design! Expansive world for a 48 hour jam. Your level designer must have been working overtime!
[ + + + + +] :: CREATIVITY
Freaking awesome concept! I love the implications of it! I felt like a true hero playing your game.
[ + + + + - ] :: PRESENTATION
Love the particle effects and the music! It felt a bit jagged at times; specifically with being able to pass behind the walls as they open (but speedrunner friendly XD). The level style seems to be out of sync with some of the objects (like the mushrooms for example). Nevertheless, I love how you made everything work!
Hey, thanks for the response!
There's definitely a lot of polish that the game needs, and I hope makes it into a future update
Yeah, fam, give it a little shine, add some more narrative, add some levels, and you've got yourself a steam-quality game, baby!
=========================
Review Summary
=========================
[ + + + + + ] :: ENJOYMENT
[ + + + + + ] :: CREATIVITY
[ + + + + - ] :: PRESENTATION
Please send this game to the british museum. They be hoardin'!
==========================
Rubric / How I Measure The Score
==========================
[ + - - - - ] 1 - Missing
[ + + - - - ] 2 - Somewhat Present
[ + + + - - ] 3 - Present
[ + + + + - ] 4 - Well Done
[ + + + + + ] 5 - Outstanding
=========================
Detailed Review
=========================
[ + + + + + ] :: ENJOYMENT
Amazing mechanics and level design! Expansive world for a 48 hour jam. Your level designer must have been working overtime!
[ + + + + +] :: CREATIVITY
Freaking awesome concept! I love the implications of it! I felt like a true hero playing your game.
[ + + + + - ] :: PRESENTATION
Love the particle effects and the music! It felt a bit jagged at times; specifically with being able to pass behind the walls as they open (but speedrunner friendly XD). The level style seems to be out of sync with some of the objects (like the mushrooms for example). Nevertheless, I love how you made everything work!
Cool idea! Arts looking good but design can be improve. Gameplay so hard for me... i don't know maybe skill issue. Gameplay can be improve.
Yeah, the gameplay can be challenging (especially depending on the order that you give away your items). While all areas are possible with only their required item, we did discover that the Crouch and the Wall Cling areas specifically require very precise movement/jumps, and a future update should probably tone them down a bit.
Thank you for the feedback!
Interesting concept. a game platformer!
What a nice idea! This makes me want to see a version with more content, and maybe, adjusted/improved physics. It felt a little bit odd to play in some places, especially when using the "crouch dash jump", for me, otherwise it's great.
The level design is fantastic, it feels like each room has been playtested a lot too. Also it's a quite "open" design, so that each can make their own route to complete the game (and I did!), it's just so cool to realize that doing the game in any ways you pick up the stones, is possible and not causing softlocks.
I also found that the velocity gained from a wall jump is pretty OP, I managed to skip a good chunk of the game with it lol. I think with improvements, this can genuinely be a good speedrun game as well.
Good job for the submission!
The idea of losing power-ups and do again levels in a different, more dangerous way is awesome! I would try a full game for sure! The major problem with this build are the player's control, but in 48 I know is difficult to make all these different skills works well. Well done guys!!!
The reverse metroidvania is awesome. Doing something like this had crossed my mind, but thought it might be too big for the jam. Very cool that you could pull it off. It seemed like care was taken to allow for multiple paths through the levels so you could change the order of the items you give away at least to some degree?
Yeah, we made sure that the game can be fully beaten regardless of what order you turn in your items. We did discover later that some orders are significantly more difficult that others (primarily the Top Two options are a lot easier to do as the first two), but the idea was that the player could take any approach that they wanted, and the game would increase in difficultly regardless.
Your game was definitely a really fun alternate approach to a similar idea!
That was really good, what a design challenge. Its awesome that it gets harder as you lose power ups, and you can do it in any order. Very cool design for sure, couldn't have been easy to make levels for.
Thanks for the response! And definitely the need to work on levels is what arguably set back other things (like polishing controls), because the levels working correctly was very crucial to the idea working at all 😄
It's an astonishing feat that you managed to handle all the different permutations of returning your artifacts without causing softlocks anywhere! Only nitpick I have is that the controls are a tad slippery.
I really like the concept! The risk/reward of which moves you give up is interesting. Each room being possible with just the ability you give up but made easier by the others, it's great! The people saying the game is impossible if you start from the bottom and finish at the top are wrong. It's definitely harder without the double jump, but certainly not impossible. My main piece of critisism has already been mentioned, but it's definitely the controls. The inertia when moving can be very hard to compensate for at times as there are some tight spots. Also how you grab onto walls for a wall jump by walking into them - you should probably require the player to be jumping to grab onto a wall as this caught me out quite a few times when I was just meaning to jump over a wall instead of grabbing onto it. Overall though I really enjoyed the experience, this is a lot for just 48 hours!
I like the concept a lot! Equally cool and different to have to return your powerful buffing items to progress, but lose the ability at the same time. Cool game that could use a big of cleanup and polish in places, but it's a jam after all! Great submission
I loved the concept and the art style is cute, but I feel the controls could be better adjusted, because it doesn't feel right for a platform game, especially where a lot of the moves need precision. However, I hope you keep working on it, because it would be cool to see an update :)
I really enjoyed this for the minute I was able to play it! Unfortunately, the ctrl button to crouch caused my system to think I was trying to add a shortcut. Definitely avoid using ctrl, alt, or tab for any commands on games played in the browser. I've learned that lesson the hard way as well!
Yeah, sorry about that! We playtested the game using arrow keys and didn't consider that ctrl with WASD would lead to problems. Lesson learned for next year, I suppose.
Really cool take on the theme. Kind of like a reverse metroidvania and the story is a reversal too!
Gameplay felt a bit floaty for my taste, but it was pretty cool to see how there where multiple ways to tackle each challenge depending on what orb you still had remaining.
Excellent game! Great job!
The concept is interesting, however the controls feel very slippery and unresponsive. Also if you play the game from bottom to top it is impossible to finish
Yeah, the controls definitely need fine tuning for if a post-jam update comes out. There was a kind of unfortunate cycle in:
- Get some standard controls out ASAP, so that the level design could start (since it may get complicated)
- The levels now exist based on the original controls, and editing them may require re-testing the levels to verify that they all still work
That being said, all levels can be completed last, although some orders are definitely more difficult than others (and as you've observed, finishing the "top" levels last can be really challenging, but it is doable, it just requires some pretty precise jumps)