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Wanted's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Enjoyment | #1 | 4.400 | 4.400 |
Design | #1 | 4.500 | 4.500 |
Overall | #2 | 4.325 | 4.325 |
Metroidvania | #3 | 4.400 | 4.400 |
Presentation | #7 | 4.000 | 4.000 |
Ranked from 10 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Engine
Game Maker Studio 2
Team/Developer
Veralos
External assets
Fonts: TeenyTinyPixls, Early Gameboy, Texas Tango
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Comments
Wow this looks really cool. I love the color and design. I want to play this but I'm on Mac. Any chance this could be playable in the browser ?
I'm glad you like how it looks. As for if I can make a browser version...
Short answer: No, sorry
Long answer:Took a quick look at the result of a html5 export. It technically functions, with some minor visual bugs and collision bugs. Most notably though the framerate slows to a crawl in anything except the smallest rooms. Tried some low-hanging-fruit optimisation but didn't make much of a difference. Could probably make it work but it would require a big overhaul.
love it
i love color switching
Thanks! I wanted to add some variety to the monochrome theme.
really loving this entry, really impressive scope, great game world, full of bits you can see where new abilities will get you through! art is simple but beautifully done!
also I am nothing special but reading other comments I would happily have a go at knocking up a western sounding track. Which you would be free to use (or not)
Thanks! I tried to make the old and new paths pass through each other so the player can (hopefully) remember where to come back to.
Is there a good place where I could preview the kind of music you can make?
I've been playing this for over an hour and still haven't finished yet, very well done! I love that some of the rooms actually remind me of original Metroid rooms (especially the vertical ones). I'm really impressed with what upfront seemed like such a simple premise turned out to be such an expansive game. There's also some really good design work here from the various abilities to the well thought-out routing which naturally leads you to the next goal despite reusing a lot of the same rooms for different routes - and then there are the challenge hearts. Very well done!
Some feedback:
- I'm sure it's obvious, but this needs some kickass cowboy tunes.
- I thought the first bandit was an NPC cause he didn't attack me so I faceplanted into him and died. :P In lieu of designing a new enemy AI for him, you could potentially put him in an environment that seems more threatening or maybe have the wanted sign above him.
- The controls initially felt too fast and manic, but I got used to them as I played. There were a few hiccups with several of the shot gun jumps being extremely tight as well as bull rush jumping from/onto steep slopes being frustrating at times, but they were both still very fun mechanics so to me it's just a matter of polishing them up.
Great entry, I'm definitely going to finish it (I just got the dynamite, so I think all I'm missing is a winter coat perhaps? I'm pretty low on heart containers though haha).
Thank you for the compliments and the feedback. Glad you enjoyed it!
- Would love to add music. Let me know if you know anyone who could make music that fits
The original plan was for the bandits to be boss battles, but jam time limits got in the way so instead they just stand there. But yeah, probably should have made it more clear you need to shoot them.
- Yeah the double jumps could be easier. I had trouble balancing "giving the player room for error" vs "accidentally making it possible to clear higher ledges than intended with precise timing". Same with the bull rush. In hindsight the room you need to escape from after obtaining it requires way too much precision.
P.S. Good luck with the rest of the game if you go back to it! I'd say dynamite is about 70% of the way through it.
Aha yeah, I went back and beat it! It was very fun. I think in terms of the double jump, there's definitely a balance between making it easy to do what the developer wants the player to do (or at least obvious that that is the intended path) vs. not allowing the player to break the game.
I generally just get my jam music on opengameart, but I don't know if they have any western music.
Just noticed the code for reducing vertical speed when releasing jump was accidentally duplicated. So you lose basically all momentum from a jump the instant you release the button - would explain why double jumping is so difficult!
Now this is really a nice one. Impressive how you dealt with the game jam topic. I love your game!
Thanks for playing!
This has been my favorite entry so far. The aesthetic is simple but consistent in its charm, the wide array of abilities all have uses in the very well designed world map, the difficulty is never too high due to the frequent but challenging to obtain health pickups, all in all amazing job!
Thank-you very much! Glad you enjoyed it.
it looks really good and nails the aesthetic
my 2 nitpicks are the fact that to use a big shot is kind of anoying, you gotta stop firing and then shoot 2 times
and it feels weird that the shotgun dosen't hurt enemies
Thanks, glad you like the style!
Good point, should probably be able to destroy barriers with a single big shot. I was planning to make the shotgun damage enemies, but that feature got forgotten with the deadline approaching.