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A jam submission

CyclopvaniaView game page

short classic Metroidvania
Submitted by Comic and Sons (@SonsComic), Phelippe Afonso (@heylistenofc), SomeFarang (@SomeFarang) — 5 days, 21 hours before the deadline
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Cyclopvania's itch.io page

Results

CriteriaRankScore*Raw Score
Presentation#64.1884.188
Metroidvania#73.9383.938
Overall#123.5163.516
Design#223.2503.250
Enjoyment#332.6882.688

Ranked from 16 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Engine
Unity

Team/Developer
https://somefarang.itch.io, https://phelippe.itch.io, https://comic-and-sons.itch.io

External assets
No

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Comments

Submitted(+2)

what a greatly polished game!!!!! really loved how complete the game looked and felt!!!!

good job guys <3

Submitted(+2)

Hi, you game look very cool. Very ambicious game for a gamejam.

good job

Submitted(+2)

love the steam punk vibe great character and world design the animations were on pioint everything fit together and that parallax animated background was beautiful

Submitted(+1)

I sadly couldn't complete this game due to receiving unplayable lag as soon as I entered Alley, even though none of my laptops's performance statistics seemed to be under any pressure, which was irritating (even though Waterfront ran fine).The pixel art and theme of this game is amazing, but it's weaknesses come when actually playing it. Combat consists of one incredibly janky timing, that feels purely random when you try it first. The character uses a capsule collider, which leads to you rolling off platforms you just reached, which is absolute pain. There is zero jump height control. I made a quick noclip mod to bypass the unreasonable lag of Alley, but I still couldn't figure out how get past Factory. This game kinda feels incomplete despite its size, which is fair - it's a jam game, but I definitely wouldn't have bought it.

Submitted(+2)

Nice entry! lot to like, I found the hit boxes a little evil, for instance the morph ball you could end up getting "spiked" where you really didn't think you were going to...  

But It's such an ambitious undertaking to produce a game so big for a jam and the fact you managed to get this quantity of game while keeping pretty high quality is great! I think there are some rough edges to iron out yet - but with a little more polish you have a great game I would happily pay for!

Submitted(+1)

Still have bugs when I travel by teleport gate O.o  I dead a several times before I know that I can jump over enemies to fool them attack XD GG!

Submitted(+1)

This game has amazing visuals, and I love the style of the main character. Music is also pretty good. The scenery is glamorous and environment is very interesting. I see a lot of potential in this, but I also agree with some of the comments already mentioned below.

Combat doesn't feel fair until you get it, then it becomes rather trivial. That being said, I think this wasn't my biggest issue, because most of it is avoidable. The game had its difficult parts here and there, but when I got to the factory, I simply felt that everything was trying to kill me all the time with little reaction  time or anticipation. This not necessarily bad - especially when it's intended - but that usually comes with quick respawn mechanics and frequent checkpoints. I stopped playing after getting the wall climb ability because I was forced to go back the same way I came (which was already a tough gauntlet).  I felt like I was being punished for getting through that specific trial. The spikes didn't stand out enough, and the instant deaths from pits and presses were also frustrating.

Please don't see this as discouraging, because I know a lot of effort was put into this game which may be a diamond in the rough. Also, creating all this content and gameplay in a month is no easy task, and all things considered, this is absolutely impressive. 

Good job!

Submitted(+2)

I love the presentation of the game it's super impressive. I really enjoy the audio and the visuals. They have a distinct vibe and everything looks very polished.

I have some issues with the gameplay though. I agree with what was said before. Combat doesn't feel fair. I think it is mostly due to the range on the weapon ? It feels like you can not reach anything, and the jump is a bit too floaty and low to jump over enemies consistently. That being said, it does not ruin the game.

Submitted(+2)

This game grabbed my attention when I first saw the screenshots. I'm very impressed by the rich, cohesive visuals and the accompanying music. The world is interesting and worthy of exploration. However, like other reviewers, I also struggled with the movement controls and the combat. I understand the desire to not have too "simplistic" combat but I agree with the other reviewers that its current form could be improved to be more enjoyable and intuitive. All in all I think this is an exciting and quality submission that has a lot of potential and I look forward to seeing updates and more finishing touches (like missing animations and sound effects). Thanks for sharing.

Submitted(+1)

I honestly not enjoy playing this game. I did at the beginning but I had to stop at the factory. 

My main problem is that there are way to many instant death traps and I just don't think it is fun. 

Maybe you could add some checkpoints before platforming sections that you get teleported to when you fall into the water or get crushed instead of going back to the last checkpoint. 

I also have a problem with the combat. I feel like I'm fighting the combat system itself instead of the enemies. The attacks should have some windup instead of being instantly executed when entering the enemy range. 

Also there are some areas where it is very difficult to enter a area where an enemy patrols , because as soon as you leave the area you get swung at instantly. 

The spikes should also have some kind of animation before the come out. 


Another thing that I think needs improvement is the player collision. It feels like it is a eclipse because you slide down edges. It should be a box instead I think. 

The double jump is also weird. It is extremely inconsistent. The height you gain with it seems to depend on when you do it, which makes it very unreliable. 


If you could fix all these issues this would probably be a great game, but at the moment I'm not the biggest fan.

Developer(+1)

It would honestly be a bit too simplistic for me if you can walk up to your opponent, hit them, retreat, wait for them to hit you, and then spam attacks again. Then it would be easy to defeat an opponent. So you have to fake an attack by jumping over an opponent and then attacking from behind. Of course you can see that differently, and if everyone shared your opinion, that would also make me change this part of the game as soon as possible, but I would find it unfair to give me a bad rating because you find the game too difficult.

As for PlayerCollission, I use a normal Capsule Collider, which is very common for 2D platformers these days. Slipping off the edge of a platform is just realistic. I would find box colliders inappropriate here. 

As for the double jump, you just have to time the double jump a bit. It's nothing that other games wouldn't do, that the timing of when you double jump varies the jump height.

The objection regarding the spikes is fair. But that doesn't make the game bad.

Submitted(+1)

I'm not saying the game is bad, the opposite in fact. I just don't find it fun. (also no worries I gave you a rating that reflects that.) 

It has many things going for it. It looks amazing and obviously you did a lot of polishing.

My problem is not that the game is too difficult. I love difficult games. My problem is that if feels cheap to get sent back so far for every little mistake. (some of them not even being my own fault btw. I had multiple instances where the character would just flat out refuse to execute moves I input or get stuck on level geometry.) 

I also found out about the strategy how to defeat the bull enemies myself when I was playing it. My problem isn't that its difficult, its not intuitive and it feels like I'm fighting the game design instead of the enemies. There are a million ways to make 2d sword combat difficult. Look at hollow knight, look at salt and sanctuary, look at castlevania. 

You could, for example, have the enemies send out a shock wave when they smash the ground, forcing you jump over it. You could also make them move forward a lot when attacking, or just increase the size of the attack itself. 

About the collision thing there is certainly an argument for both sides and if you disagree that's fair. I just found it a bit unresponsive to slide of edges. 

But about the double jump I just plain disagree with you here. I can't think of any game where the height of the double jump depends on the timing. Metroid only allows you to double jump in a certain window of time but that is completely different.  (I would like to know what other games you are talking about here btw).
Obviously this is just my take and you know the game a lot better than me. So make of that what you will.

Please don't take this as a personal attack by the way. I critiqued the game so harshly because it really has the potential to be amazing.If you can fix all of these things I would gladly buy this for it's normal price and recommend it to some of my friends who would enjoy a game like this.

Developer

In this case, I guess I just misunderstood the intention of your criticism.

Submitted(+2)

This game is very good! I can see why you’d want to charge for it. It deserves it! The art, music and sound are great! I’d say the one thing the game could stand improvement is in the combat. It seems that as soon as the player gets into the hit box of the enemies, they instantly get hit. There should be a bit of a delay and a tell that an attack is coming. Every time I’m trapped in a room of enemies I know I’m going to get hammered. It detracts from the enjoyment, which is a shame.

I would love to hear your feedback on our game! So, if you would, please play, rate, but most of all leave a comment to tell use where we also could improve our game! Thanks!