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A jam submission

Awful BrewView game page

A game for Metroidvania Month Jam 15
Submitted by Matthew Muller — 1 hour, 26 minutes before the deadline

Play game

Awful Brew's itch.io page

Results

CriteriaRankScore*Raw Score
Metroidvania#541.6782.167
Enjoyment#551.9362.500
Overall#591.8072.333
Design#601.8072.333
Presentation#611.8072.333

Ranked from 6 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
Matthew M

External assets
Szadi Art Fantasy Platformer Assets

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Comments

Neat game!  The movement is nice and the design is cool.  It was very difficult and could benefit from  a tutorial or menu system. I like the idea of story through gameplay. It would be cool to somehow enhance that and give some good player feedback.

Submitted

I like the art, but I did not make it further than a screen or two. It felt like there was nothing but certain death anywhere i went. It seems like you didn't time to fully finish. I did like the art and I'm curious as to how your alchemy system works because i have very simple one myself. 

Developer

Thank you for your feedback! Unfortunately, you'd be correct to say that I didn't have time to fully finish.  I had to make quite a few cuts to get it done in time and didn't give the game any playtesting. 

It's intended that death comes quickly in the game and that the progress/power ups of a normal metroidvania are less so static abilities and more the players understanding of how different ingredients interact with each other. I'll probably need to do a better job at conveying that though as certain death isn't what I was going for haha

The alchemy system works quite similar to the inventory. I used an array that stored what ingredients had been tossed into the brew stand in combination with boolean variables for the different ingredients. Once the array was full, it would loop through the array and assign a true value to whatever ingredients it found within. Once complete, there was a bunch of 'if (blue && red){ //potionOutput = blueRedPotionPickup}" to see what those ingredients made. Then it was as simple as instantiating the potion pick up.

Submitted (1 edit) (+1)

I dig hard games, but you took it to the extreme xD

Pretty intresting idea, I enjoyed the pace and movement speed, but it's too difficult. You made a metroidvania-like merged with bullet hell and platform skills.

Spider boss got me good

Developer(+1)

Haha if it's any explanation, I'm really into Celeste at the moment and making my way through the Farewell chapter so the difficult/level design was probably very much influenced by that. 

Thank you for your feedback! If I come back to this project I'll definitely tone down the difficulty.

Submitted

I am not gonna lie, I can not move past the third or forth screen (in either direction).  I can not make the second jump on the right, and there is nothing but a giant kill field on the left.  No idea where to go

Developer

Are you using your double jump? If you haven't, you might want to try heading up on the second screen to the right. When you're up there you'll get access to some new ingredients you can use to get through the killing field on the left.