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Dr Kimmy's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Metroidvania | #8 | 3.818 | 3.818 |
Enjoyment | #28 | 2.909 | 2.909 |
Overall | #28 | 3.114 | 3.114 |
Design | #30 | 2.818 | 2.818 |
Presentation | #34 | 2.909 | 2.909 |
Ranked from 11 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Engine
PixelGameEngine
Team/Developer
TeePeeDee (solo effort)
External assets
additional sounds from Sound effect Starter pack by simon13666, safetygoggles font, wall signs taken from various sources
Comments on the jam
uses library code I put together for MVM XIV, ran out of time for optimization works OK on my laptop, but supsect older machines may struggle when gas is turned on (as the particle engine is pretty heavy), please report any perfomance issues.
Reference info
teepeedee#4300 (Discord)
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Comments
Fun entry! i like the art and the history, i can't collect the key maybe because a collider but overall good entry, nice work!
the key is out of reach initially but once you can jump onto the platform you can collect the key, I admit it's not obvious, was going to add some dialog (just out of reach) but ran out of time
I'm just going to come out and say that this game is a marked improvement over Partial Vania, so great job there! The game had a lot of personality (even if the voice was text-to-speech, the script still oozed personality). The progression through the game felt quite well thought out with subsequent rooms being more difficult than previous rooms, and the jet pack power-up was a joy to use. I also appreciated that the janitor could just move freely about the building without any problems.
For some feedback,
1. It's a bit weird that my head / upper body goes through the floors above me. It's not super annoying or anything, but it does make things feel a bit unpolished.
2. The gas does too much damage and its hit box lingers for far too long. I eventually just started jumping over it (using the aforementioned body-through-floor shenanigans), but I felt like I would have gotten annoyed with the wait times had I not been able to do that. In terms of hazards, the spikes which rose out of the floor were also a bit on the small side., so I wasn't really sure if there were times when they were supposed to be safe to stand on or not.
3. I was a bit unclear if I was dealing damage to the final boss or not. Previously I had gotten feedback on every water gun hit because they were one hit kills, so when I didn't hear any sounds on hitting the boss I wasn't sure if my lasers were getting through or not. In an ideal world, there would probably be an impact sound for the boss and a ricochet or metallic sound for shooting one of the orbs. As for the orbs, they were probably too random for a proper boss fight, as is I just kind of hovered on the left side of the screen where they didn't seem to be able to hit me. I think fewer orbs or a slower movement pattern would have helped a lot with making feel like I could use skill to defeat this boss.
Overall though, I'd say this is one of the more coherent games I've played so far this jam, there was a narrative thru-line throughout the game, the character had personality, and all of the power-ups were well messaged and telegraphed. Good job!
thanks glad you saw the improvement, the movent code is largely the same set of libraries I put together for PV, and suffers many of the same issues (I got too carried away world building to find time for fundemental movement code). If I do a third entry, creating a fun movement mechanic is the first thing I plan to address (then again I said that this time too).
The gas was meant to act as a locked door with the mask being the key (as well as an obstacle to be timed) hence I ended up making it too deadly... but even accounting for that I know I can have done it in a fashion that was less annoying!
The boss fight is very rushed... I had an idea where the boss would have different states and the orbs would have responded in kind, eg a defensive state where they circled him, an attacking one where they flew out in all directions, but I never found the time, and I know a few sound effects would have helped a lot in the fight too!
Thanks again for playing, especially through to the end. All the criticisms are all valid, and I'll take them onboard as I to want to spend a bit of time polishing this game! Though I am already eyeing up a new jam so we'll see ;)
No problem, it's cool to see that you're serious about this stuff! Which jam are you looking at next? I'm considering Black & White jam but am undecided. I might just spend time building up some of the skills I want to use in the next MVM. :D
https://itch.io/jam/dcjam2022 the dungeon crawler game jam - a while back I put together a voxel engine, and think it might make for a cool aesthetic for a dungeon crawler
That story was quite a wild ride haha XD
The premise was super interesting but i like how it got more of a humorous spin thanks to some of the wacky stuff you come across the lab and i did not expect the text to speech voice but it was quite nice to have everything be explained via quick dialogue bits rather than walls of text, so that's also a plus game design wise ^^
I had a few issues here and there, the controls mapping is a bit odd with having jump on the up direction rather than a dedicated button, and the difficulty has some wild inconsistant spikes at some points, the begining especially since you spend quite a long time defenseless against enemies, it gets better once you're not anymore, with one oddity though, even crouched you can't kill some enemies.
Same sorta goes about the gas mask powerup, the leaks are dealing devastating damage and sometimes i got killed from the knockback just because i tried to move on but there were still a few pixels of gas near the floor so i got thrown back into the other leaked that comboed me and killed me right away, now that being said death had me laugh cause of that wilhelm scream you put in there :p
Other than these, it was really fun, i managed to play the whole way through, and the powerups were really interesting.
Well done :)
thanks, glad you enjoyed the travel through the lab, the powerups and the story elements!
The gameplay is a bit lacking, and the pistol mechanic was added last minute (hence it's relative uselessness), I wanted to add an additional area with monsters that you would really need the pistol to get through, but didn't find the time.
Thanks again for the play through.
Ps - got to include a wilhelm screem in there ;)
Jams be jams, so i understand, i personally found the pistol real useful just that it was a bit weird to have very small enemies you couldn't hit even crouched with it, but if it was a late inclusion that explains why XD
Haha of course classic comedy staple XD although it's kind of a rare sight in games :p
so this game definitely has a lot of thought put into it. It's an interesting story, and there are lots of inventive things you do with the way the environment changes (the gas effecting the rest of the environment, especially how it interacted with the other chemicals). However it needs a lot of polish imo.
The controls are kind of awkward and I felt like i never really had enough space to work with to make the movement feel good. I sense you were going for a more semi-realistic feel. The slow movement speed, jump movement, and the stagger on walking down steps did not feel great overall. I also was unable to finish due to a bug. After falling into the area where the floor gets melted, I got hit by an enemy, which somehow flung me to a completely different room, where I died quickly due to the confusion. Upon restarting, I was in a room which, due to the unceasing gas falling from the sky, meant I could no longer progress in the game. One last thing, is there some sort of bug with the music, the music track seems to have some very loud static going on through the whole track.
Some additional positives though. I love the voice in the game. Especially when Dr Kimmy mentions the big boi. I like the metroidvania style progress of opening up sections of the lab. And overall with some movement changes and polish this could be very good.
thanks.... the music static is really due to the web based build which struggles as the sound processing has to be in the main thread, and occasionally it's not getting the cpu cycles, which leads to static... was it worse when the gas was switched on? I possibly should have released a exe version, which doesn't really suffer (as the sound engine can work in a second thread) - but figured most people would play the web build anyhow.
Apologies for the bug I play tested a fair bit but didn't find that issue - but based on your description am pretty sure I know what it is. There is still quite a lot of the world to open up, powers to find, changes to the environment, but fully accept I probably should have spent more of the time I spent creating that on polish and movement mechanics, but you pick your battles and interests, and drawing/implementing gas masks, water pistols, jet packs, sleeping dionsaurs and escaped clones (some spoilers for bits of the game you missed) was just too much fun to ignore.
I do hope to release a more polished version in the future, thanks again for the play and feedback, truly usefull.
(in case you want to see a playthrough and some of the areas you missed, you got to about 3:30)
I love games with personality, this one is filled with it. My own submission has 0 personality and this bothers me a lot.
Gameplay wise, the movement is a bit clunky, maybe give it a little more polishing, but its a really interesting game filled with personality and originality.
thanks, I did try to give it a bit of character, and possibly some of that time could (SHOULD) have been better spent fixing the clunky controls. But glad the effort where I put it showed off!
Thanks for playing, look forward to trying yours (I am sure it has more personality than you are claiming), though must admit I have been going through web based entries first!
Tbh I am scared to generate a web build, because one of the members of my team said that in his browser the map didn't show up, this made me worried about publishing a web version that might not work for someone and they just give up playing. But after knowing some people might preffer trying web based before I'll be looking into publishing a web deploy (just promisse me that if it doesnt work on your browser you'll download the exe 🥺)
Edit: just tried it, and it works on my computer and on my friend's, but the web deploy is waaaay laggier then the executable, so we're not doing web deploy for now, until we figure out how to optimize it...
fair enough I will download a native build and give it a go before jam ends
ART
Nice like the vib and all the signs
SOUND
Liek the loop and the voice was decent :D
GAMEPLAY
Jumping was awkward and I could not shoot the ground slimes. overall the metroidvania was fun and enjoyable. some of the enemy spawns were a little too much and the gas colliders were a little rough.
OVERALL
Had a great time with this one! Well done :)
Good job on submitting!
yeah per pixel gas collision (including when it's highly faded), was really OVERKILL (in both senses of the word). The gun mechanic was added late on, (I always had guns on the rocket but I felt I needed a pistol earlier), but it didn't really serve a purpose with the enemy types, beyond making a couple of areas with ceiling slimes quicker to get through.
yea got caught out with those particle collisions a few times when they fan out at the bottom and touched my feet - normally I would use a box collider and make it a little smaller than the particle to make it seem "fair"
Nice game!, the map sistem is really detailed. characters and artowrok in general is nice. controls are a little bit hard, to many enemies at some point make it really difficult to advance, collider for gas, and time for pass through this hazard is short, died a lot on that parts.
yeah probably needed some tweaks on the difficulty, especially the gas placement combined with enemies, I really wanted to nail the metroidvania - here is a bit of the map that is frustrating but once you've gained the right skills (gas mask, acid pistol) backtracking through is trivial vibe... But I think I just ended up making certain rooms too hard ;),
Thanks for the play through :)
I love that you made rooms markable on the map. I didn't really think about implementing that functionality into my own. The character movement is a bit stiff, but I think the theme/setting really makes up for it. Glad I got to give your game a play!
thanks,
Glad you enjoyed, I told myself before the game... 'FOCUS ON GOOD MOVEMENT MECHANICS', and what happened when the jam started? I got so wrapped up in world and asset creation that went completely out the window :).
Markable map doesn't really add that much I don't think given the size of the map I created, but if it had been a bigger map or less guided it would help. I did think about auto marking visited rooms with items not yet collected, but again wasn't worth it for the number of rooms included.
ps your game is on my list of entries to play, when I find my mouse ;)
that was pretty fun! I am glad you had infinite respawns, and I didn't have to do a lot of backtracking from spawn rooms. I found myself dying a LOT. But overall, it was fun!
yeah originally the whiteboards were going to be save points, and you would write "Kimmy was 'ere" (or something equally corny) on them when you saved. But I think given the here is the next room can you get past it nature of the game, the continues work better ;)
Plus I was too lazy to draw a kimmy writing on whiteboard animation :)
You have chosen an interesting setting for your game, and that makes it stand out compared to others. Many people in this jam (including myself) have chosen a more medieval or wizardy theme, but a Matroidvania located in a laboratory is very well thought, and it works with the keys and pass cards to lock certain areas.
However, the gameplay itself needs to be improved to exploit the game to greater potential. I enjoyed adventuring in the laboratory, but the controls are kind of rough. It is difficult to evade enemies as your mobility is not very fluid.
Also, many enemies spawn near you when you change rooms, taking an inevitable hit when going to other rooms.
With a little bit more of polishing, it can be a great game!
thanks for the play through, I know given the time I had I probably concentrated too much on the journey through the lab, and not enough on the game play mechanics.
I am glad though at least the area I concentrated on was appreciated. And the other critisms are more than fair! Thanks for the playthrough :)
:D