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A jam submission

To From And Back AgainView game page

A game for the Metrioidvania XIII Game Jam
Submitted by Treven — 5 days, 15 hours before the deadline
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To From And Back Again's itch.io page

Results

CriteriaRankScore*Raw Score
Gameplay#172.7723.143
Enjoyment#212.5202.857
Story#211.7642.000
Audio#232.0162.286
Overall#232.1672.457
Graphics#281.7642.000

Ranked from 7 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Engine
Unity

Team/Developer
Treven Persing

External assets
Action Trainer

Comments on the jam
I really enjoyed the challenge of making a game within the month. It has really helped my coding and problem solving skills.

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Comments

Submitted

Good entry! I really like how much you put into this one, especially ability wise! The bosses were quite good as well, with a decent ramp up in difficulty. I feel like the 2nd one was a bit harder to me than the 3rd though, because the extra abilities you get for the 3rd make him pretty easy to dodge and beat up. I really like the kick attack that you put in as well! It was a welcome respite from all of the swords and normal guns that most of us put into a game like this! Thanks so much for having gamepad support also!

For constructive feedback: Maybe make the player movement and jumping a bit tighter; it feels very loose and floaty which isn't that bad in this game, but for the future you may want to practice tightening that up some. Level design: you should definitely make it where collision blocks look more different from the space where you can move around; I found myself confused a lot of the time between which way I could go or not and just had to run and jump around to figure out. Love the checkpoints, the abilities, the AI. I didn't encounter any sort of bugs. Good job on all of the UI/menus as well!

Developer(+1)

Hello Raptor9999, thanks so much for the feed back.

It was definably easier to create this for the jam by using an recent project of mine (Action Trainer) as a base for the jam. 

I think you may be right about tightening up the player movement. Because the player can zoom on through without thinking too much, also the range on the dash is over half screen like he was shot out of a cannon. 

I can definitely make the blocks a different color next time. My thought was to make the world organic and to push the foreground being orange and the background being light blue (similar to castlevania's color pallet). But I think in the long run changing the color would make the game world easier to understand. 

Once again, thank you for the through feedback!

Submitted

Gave me some old school Mega Man vibes. But felt really weird the graphics and controlls. Probably that I played on a keyboard and it was meant to be played on a joypad. Those graphics a little misleading, sometimes I didn't really knew if what im walking on is a floor or no floor at all. Still I liked the multiple ways to kill your opponents. 

Developer

Hello June, Thanks for the feed back!

The game was meant to be played on a game pad mostly because I play all my games with controllers and nothing on keyboard. Do you know of best practices for keyboard set up because the way I set the keyboard was like a controller?

The graphics style was done partly due to time because I needs something I could create the world with in a short amount of time and something that I can use as a base that I can use for if I wanted to "SKIN" the game. I do agree that things can be hard to interpret due to that decision. Do you know of any ways to make this style appealing or do you think that it may be better to use a tile set and sprites from royalty sources?

One of my major inspirations for the game jam (and in general) was Devil May Cry (DMC) and Megaman (MM). I love these games due to their options and level design style. DMC: path ways that lead to a locked room with enemies. MM: a locked door that leads to a boss with pre battle dialogue and shifting screens. Both: power ups/unlockable after a boss, and multiple approaches to a enemy. 

I think for the next game jam I should use metroidvanias I play as a base rather than creating one from scratch because I had to cut so much that story became a mess.

Submitted

I ran into some glitches. I died to the 2nd enemy, and during my 2nd attempt, the enemy was invincible. It think its I-frames were never running out, it seemed to have the i-frame shading on its sprite. The 2nd time I tried to play, the game froze on the dialogue when I got to the 1st white box/checkpoint.

Developer(+1)

Hello Azecy, Thanks for the Feed back.

I knew it was inevitable that I was going to have people run into bugs/glitches despite playtesting and having my friends test it. My friend had a similar issue with the final boss and I could not figure out why the bug occurred. I think you are right and that may be the source of the bug. 

I'm not sure about the checkpoint box freezing the game. I know the game is supposed to freeze for a few seconds before the click button to continue pops up. If you have any thoughts to why that happened I love to hear them for future projects.