I could've beaten the guy without Ekow's help! It would've taken hours, but I could've done it! Great game, great job!
Side note: the damage box for the Don is kinda funky and I can take damage when I don't expect there to be.
Criteria | Rank | Score* | Raw Score |
Presentation | #3 | 4.300 | 4.300 |
Overall | #7 | 3.688 | 3.688 |
Design | #11 | 3.450 | 3.450 |
Metroidvania | #12 | 3.700 | 3.700 |
Enjoyment | #12 | 3.300 | 3.300 |
Ranked from 20 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Engine
Unity
Team/Developer
The Misfits
External assets
N/A
This game is super fun to play!
The character controls are pretty good, although I ran into some issues with the animations. The art for the game is really awesome along with the dialogue. Each character feels very fleshed out and whole, and I believe the way that each dialogue is written contributes heavily to this. I love the sound effects in the game although I wish that the attack noise was a bit softer.
Overall this game is a really great submission and I do hope your team continues development!
I love Archie! Fantastic character design overall. A lot of what I noticed are probably things the team is already aware of.
There are some slight snags in player state transition that kind of results in awkward feeling behavior. I felt like at times jumps did not register right and the wall jump would switch between sticking and falling in a way that felt un-intuitive. That said, the moment to moment movement felt very good and the animations really sell it. Archie looks so happy to be jumping around.
Near the end of my time, I also discovered I have some sort of air dash move, that unless I missed something I don't remember being told about or unlocking. I felt kind of lost towards the end. After the battle arena the leader of the arena kind of gave me a quest, but I could not discover any additional areas to do that quest.
Last little thing is a graphical one. There are some areas where there are large background set pieces, which are very blurry and kind of distract from the overall unified aesthetic. It would probably be good if those images were imported at a higher resolution.
I love the characters and the world and would love to see more!
edit: I just saw someone mention a final boss so now it's very clear I missed something somewhere.
Also, the concept of one whole exercise is very relatable.
Hey! this is a really pretty game, impressively long for a jam i think. The music is great the way some bugs enemies are affected by lighting and the parallax it just feels really complete. I like how you unlock new abilities but my favorite part is just hitting things with the unbrella it just feels really good. i think some feedback when getting hit would be good, at first i was not noticing when i was getting hit but overall really impressive and i liked it :)
It looks so good and has an impressive amount of characters! I also loved the tongue-in-cheek humor with the renaming of the fetch quest (and subsequently forgetting what it's called) being a standout. I also really liked the concept behind the final boss fight, it felt suitably epic with the music and the pathetic amount of damage you dealt and your friend joining in to defend you. Alas, I did not finish the fight, it ended up being frustratingly difficult, which brings me to my feedback.
1. I found the feedback on taking damage to feel inconsistent at times. Like I'd think I certainly took a hit, but looking at my health realized I hadn't, and vice versa. Some more feedback on taking damage would have gone a long way. Also, the way bee corpses would sort of randomly teleport added to this confusion at times.
2. The game really needs coyote time. There were so many times I had barely walked off an edge and pressed jump just to activate the double jump instead. It felt fairly unintuitive compared to the timing used in other games. This also goes for wall jumps, if you can check if the player has just released the wall before jumping, you can make the wall jumps feel much smoother.
3. The wall jump itself was pretty rough because of the above comment. To me at least, it's an unintuitive sequence to hold the button towards the wall, then press the jump button, then hold towards the next wall and repeat. That's why coyote time and some extra logic built into wall jumps can help make them feel so much better. It was also a bit awkward to put such a difficult wall jump section as the second test of your abilities, especially when it was followed up by a very safe wall climb into the Queen's chambers. I would have found a way to reverse those two sequences.
4. A much smaller nitpick, but the dash was pretty hard to use in air because it maintained velocity. Freezing the player's velocity on the y axis or at least stopping it completely before the dash is applied would stop me from slamming into a hole in the stage at max speed cause I dashed while falling. :P
Overall this game had a super solid presentation, the art style (I particularly liked the backgrounds and lighting effects), the characters, the dialog, it was all great. I think if you polish up the gameplay mechanics a bit you've got a really good game on your hands. Keep it up!
Wow! First of all, a big thanks for playing through our game! Glad you liked the writing in the fetch quest, that's K.C.Dignan's work. It's cool that you understood the 'pathetic damage' thing in the final boss :) It's nice when people notice things that were put in on purpose.
More importantly, thank you for the very helpful, constructive criticism! I did work on the bosses and some general systems throughout the game. I regret not putting time in making the player movement feel good. There was more of a focus on getting all the content finished and perhaps the gameplay polish suffered because of that. I'll try to respond to your points:
1. I agree that the player should receive more feedback if they got hit. It kind of just happens and you don't really notice other than a sound playing and a heart disappearing. We should've shown something extra visually to indicate damage was taken. There was also gonna be a slight knockback on hit that I experimented with. However due to how the player controller was put together at the time, it wasn't that easy to implement and it was too much work to rework it all given the time constraints.
2. Truth is, I had never heard of coyote time before this jam. I knew that it was a thing that platformers tend to do, I just didn't know the name. Again, didn't put much time into gameplay polish because of time constraints, so that's the same issue here.
3. The wall jumping is indeed fairly counter-intuitive. Unfortunately, we as the developers were so used to playing the game, that it was hard to truly see a problem with the controls. It's like we're used to the poor controls and we somehow become able to play with it. We did notice in playtests that players did have a hard time making regular jumps and wall jumps. Here too, due to time constraints, an overhaul of that gameplay mechanic didn't happen.
4. This is a really good point and not something I'd thought about before! Indeed eliminating the Y velocity would be a good idea during dash.
Your feedback is great, it's really valuable and these are definitely things we'll take into consideration going forward!
Thank you for playing!
It kind of just happens and you don't really notice other than a sound playing and a heart disappearing.
Oh honestly I never noticed the sound, maybe my volume was too low. That's on me. If you play my game, you'll notice I went with knockback. It was my first time trying it out and I gotta say I don't like the way it feels, but there you go.
Awesome Work,
The Game feels very complete,
at some Spots i think the Tiles are wrong, but besides that just a beautiful Character Design and Playthrough in this World.
My Critics would be the Wall Jump, it feels weird and also the character sprites looks wrong on Wall Jumping.
really impressive, the whole game feels like a story driven Metroid type. Really Enjoyed playing it, you really should consider to extend the Gameplay.
That was an awesome game !
I dig the character designs ! be it the cover art or their in game sprites, and the humor of the quest lines was pretty good as well, had a good laugh especially a certain (hidden ?) sidequest with a totally absolutely legit dealer... :p
also gotta love that awesome boss tune \m/ è_é
which i won't spoil but got a really cool and surprising variation at some point !
I only had a few issues :
Honestly more tiny nitpicks than anything, the game otherwise feels quite solid already, and it's quite impressive that you guys were able to pack in so much for a jam game.
Overall congrats to the whole team, you guys did great :)
I really, really like the character designs and the cover art has to be the most striking among the submissions. Some of the dialogue is funny too. But Like dan, I had trouble with the wall jump. It's not comfortable to use but I was able to progress with it.
I really enjoyed what I played! I dug the music and the art. I liked the quests for upgrades. Unfortunately, the wall jump mechanics broke me. I could not get it to work right unless both walls were really close to the player. I gave it a bit of time, but I just couldn't progress any further :/
Very pretty game! I liked the music a lot. Cool characters and setting.
I would have loved a more forgiving gameplay. I got frustrated when trying to jump across pits and did often take damage when I didn't feel like I should have.
The graphics were awesome although a little inconsistent, where the characters were sometimes put in a very tile based environment with different contrast.
Why does the game spawn 150 threads and make my computer sound weird?
Very ambitious project, I'm impressed!
Great work on this really enjoyed my time with it!
Graphics great looking game all the character had a great look about them and oozed personality!
Sounds were good overall - loved the tune at the end fight!
Gameplay
Platforming was generally ok, but missed coyote time - I fell alot due to the game not receiving my input. The wall jumping needs some work, it was pretty awkward, but when it worked it felt great!
Combat was ok, but there was no real feedback that I was hit when meant that the last fight was a chaotic fight with bodies hiding enemies and me trying to dodge hurt boxes :)
Fantastic work overall, really great submission that had plenty of character and I could see beoming a "real thing"
The game is good and I've enjoyed it to the point that I completed all the quests and bosses, but there are some points that need some balancing and polishing.
Don't let my previous criticism make you think I didn't like it, I'm just naming a few things you can improve to make a better experience 😊.
Overall, it is a nice little game, it feels intuitive to navigate and there are a few touches of humour that add a lot to the characters and their personalities. Good job!
Very nice submission! You guys have built a nice base for a pretty metroidvania, good work!
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