I failed our fungal friend and watch it splatter into the thorns so many time. But we persevered!
Really cool presentation. Wall jump was tricky. Just playing with the mouse, it would be nice if you attacked in the direction of the cursor.
Criteria | Rank | Score* | Raw Score |
Presentation | #31 | 3.100 | 3.100 |
Overall | #33 | 2.825 | 2.825 |
Metroidvania | #34 | 3.000 | 3.000 |
Enjoyment | #34 | 2.800 | 2.800 |
Design | #43 | 2.400 | 2.400 |
Ranked from 10 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Engine
Unity
Team/Developer
Development: pl0s
Reference info
pl0s+#4955
Nice game :) Wall jump almost made me quit, but once I got double jump it was way better!
There werea few areas that collision was stopping movement, most notably the left of spawn - I ran left and got stopped - so thought ah no left ok!
Combat was fun with the combos, dash was fun and movement was good overall (just not the wall jump :))
Sounds were ok - music didn't seem to fit the vibe of game (for me anyway) would have prefered something more atmospheric and dark.
Graphics were nice the thorns looked a little off, but the overall asthetic was good.
Great job on submitting!
Cool moveset with a chill vibe
I like the overall aesthetic of the game and the little shroom guy character, there are some neat details like the 3 hit combo on the attack, and the slide mechanic is pretty fun once you obtain it.
My main issue with the controls is the walljump, its quite odd to use and i almost gave up at the first wall cause i couldn't figure it out, but i managed to sorta slowly climb up bouncing off the same wall to progress.
However what works works well and the overall vibe is quite relaxing thanks to the choice of music and smooth glowing elements of the night ambiance.
Nice entry and good job to you :)
Oh damn, a late submission with the same game style as ours! So interesting to see some of your approaches!
The game is very cool, the camera work is amazing, you kept it simple and it works, ours I tried some smoothing and it turned out to be frustrating when you fall
I didn't quite like that there's pits and hard climbing spots filled with absolutely nothing, which made useless all my effort to get there.
Speaking of effort, the wall jump is not good, oh boy I almost mashed my keyboard when I fell all the way down after one missed jump for a pixel worth of error.
One thing that our game lacks is content, and boy you got content, congrats for all the stuff you managed to put in in just a month!
I also like the personality of your game, how I'm this spore looking forward to save my tree. So sweet, the music fits the soothness.
Overall a great, solid submission, congrats!!
I agree that the wall jump is a frustrating, it should allow you to jump a couple of frames after you leave the wall.
As "weird" as the models and aesthetic is, i enjoyed it! It makes it special.
Love the movement speed, and attack combo. Using it midair to move feels NICE. An attack as a mobility tool, super interesting! You can extend your jump distance, correct jumps that were going to miss, reset your vertical momentum, and instantly flip movement direction.
The wall jump being so annoying, and slow to climb, really kills the fluidity of the movement.
Also, more open level designs would allow the fast movement to really shine, instead of what often happens mostly in the first area, where you have tiny platforms close to eachother and then 10 meters of painful upward wallclimb. (Seems like you realized that in the later areas)
Tiny bug, i assume you forgot this in and it was used for debugging, the arrow make your character move, but it seems to completely skip state transitions, like flipping in the direction you're actually moving, or allowing walljumps. Of course, this doesnt impact gameplay
This might be a "me" issue, but at the start of the game, there's an invisible wall that blocks you from going left. I assumed that was just where the world ends. After i got the first seed on the right, i was lost for a second because i didn't realize that. Yep, that's definetly a me issue.
Some thorns collisions felt bigger than what you actually see, some ground collisions had tiny places where you get stuck, you probably already know that
Sometimes, it isn't immediately clear when an enemy is dead. Also, there's no feedback for when you recieve damage, and i still don't know exactly when the bees damage you and when they don't, so i just charged at them and it kinda worked.
Also, i ENTIRELY forgot i had the slide ability. I didn't get stuck anywhere without it anyways. I still don't get where it's useful
The dash... increases the speed of the movement even more, i love it!
It has a bug where you can spam it and gain ludicrous speed, which was fun, but.. clearly unintended. Just be on a flat floor, and spam it. Even though it pushes you up a bit, it's always refreshed.
The bossfight really started to show the potential of the fluid movement...
I had fun. It's unfortunate that the first thing people see is the claustrophobic rooms and the annoying walljump. I hope there aren't people that miss out on the rest.
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