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A jam submission

Reverie of Strange BloodView game page

A GBC metroidvania in a foreign land...
Submitted by Cormorant42 — 7 minutes, 40 seconds before the deadline
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Reverie of Strange Blood's itch.io page

Results

CriteriaRankScore*Raw Score
Presentation#183.5633.563
Design#223.2503.250
Overall#282.9842.984
Enjoyment#372.5632.563
Metroidvania#392.5632.563

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

Engine
GB Studio

Team/Developer
Cormorant42 (+Lilia Burtonpatel, Taylor Kirkwood on music)

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Comments

Submitted(+1)

This game is amazing! The lore, the environments, the soundtrack, the dialog. Nice Undertale reference too :-)

The concept of the locks being knowledge from dialog is pretty interesting and well executed, though sadly I found it a little confusing. It took me roughly 10 minutes to pass the tutorial area, mainly because I didn't understand that I just had to talk to as many people as possible, but once I got that, the confusion was gone. Maybe a similar arrow to the one that appears above doors above NPCs would help?

On the topic of that arrow, it only seems to visible when you're in the very middle of the door / interactable. I feel like making the arrow visible more of the time, especially for those doors that initially just look like a black patch in the background, would be a great help to the obvious visibility issue so many people have already mentioned.

This is very specific, but when you go to the ending well beforehand, the invisible trigger that makes the player turn around is very confusing, especially when it happens in air. Even some "I don't want to risk falling down that well" self-dialog could help.

Also, as my experience with went, HP served literally no purpose. The rooftop pits are instakill, and the only other thing that I can think that might damage you is the person outside the casino you attacks you for winning, but I just jumped over to the screen transition after selecting "Try to run", so I can't be sure.

I did happen to find two bugs that weren't mentioned by anybody else. Firstly, and most gamebreakingly, you can still move your character when in elevators, making it easy to trigger screen transitions, which effectively make the camera move to the next elevator from the screen you just triggered, allowing you to see out of bounds in the hotel and other areas. (Try trigger the hotel elevator and instantly walk left - you'll see what I mean.) While in this state, you can re-trigger the elevator, making the elevator transition infinitely. You can also trigger those scene transitions that turn your screen white, leaving your character back in the normal state.

On the topic of the hotel, the second bug is that you can essentially break an entry and not pay in the hotel. The trigger in front of the door only slows your positive X velocity, it doesn't stop it - so if you take a run up from the other side of the room it's very easy to break straight into the room and access the savepoint without paying.

Also, that stair bug mentioned earlier did happen to me once - I'm pretty sure the bug is triggered by jumping and pressing up to trigger the stairs in mid-air. Or at least that's how it happened to me. (Oh, and by the way, this is pretty obvious, but when you go down stairs, your character points up the stairs. Looks kinda wrong.)


Sorry for that extensive nit-pick-list, as this really is a great game that I thoroughly enjoyed. Thanks for making it!

Developer

No, thanks, that's really helpful! I was aware of some of those, and thought that they'd be so hard to trigger that I could leave them in and spend time patching other bugs. I'll put those on the to-do list!

Submitted(+1)

I love the game! I'm a sucker for the retro-aesthetic. I really like the tilesets and the background art. I do love the character designs, my only note would be that they do blend into the world a bit, although there are simple ways to go about making them pop so I wouldn't worry too much about that.
8-bit tunes are always a blast to listen to. I always find them so unique and fresh. I love the way the introductory cutscene is scored~ hats off to the musicians!
 

I unfortunately didn't manage to make it to the end because I ran into a bug walking down the stairs where it got stuck in stair-like motion even though I wasn't on the stairs anymore :( I'm not entirely too sure what happened but I might've been button jamming a little so it's probably an edge case scenario

Developer

Uggggghhhhhh not another bug with the stairs! Putting those in was the worst decision I made, they are literally the most bugged-out area of the game. Yeah, the characters can blend in a little, and that's why I tried to add the colored highlights on their mostly-black heads. 

I'll pass along your compliments to the musicians! I agree, I think the score complements the game perfectly--or maybe even the other way around!

Submitted

The story is great, even thought this game build for GB! I love this game. GG!

Developer(+1)

Oh, thanks! I like retro systems, plus it's an easy program to prototype and build games in, so it's great for game jams.

Submitted

The story, art, and music are amazing! I was immediately drawn in by the setting, and each piece of dialogue gave the world a more lived-in feeling. As far as feedback goes:

  • It was difficult to discern the foreground from the background, and I often found myself confused as to what was a door, what could be walked on, what could be jumped over, etc.
  • I ran into a few bugs — one of which left me trapped in an area. There was the elevator bug that restarted the animation upon moving, and later when I reached the red area in the slums, I wasn't able to take the door back. There was no prompt and even spamming 'up' and 'A' everywhere didn't help. 

I'm excited that you're still working on this project though. It doesn't fully fit the Metroidvania theme, but it's an incredibly enjoyable adventure game. I'd like to play it again in the future and learn more about the story.

Developer

Yeah, clarity of interactable items + fg/bg is gonna be one of the first improvements post-jam. Thanks for the bug report, I'll do what I can to patch those!

Submitted

As said before, the worldbuilding of this one is very interesting (poor Khepras...). I also like the style and the scenario, not to mention the cutscene at the beginning. 

I had some difficulty finding where to go next, I got as far as getting to the city and going up on the elevator, but I had no access code. (Also, I lost some money at the casino heh. The music is great, but it really gets in the way sometimes.

I think it's a very unique experience. The layout of the areas may be a bit confusing at times, but the city feels like it exists on its on, even with few NPCs here and there. Nice one!

Developer

Thanks! Here's a spoiler-free guide for how you get the access code if you feel like continuing:

  1. Interact with the door
  2. Ask the receptionist about the access code
  3. Follow her instructions
Submitted

the music is too loud imo

Developer(+1)

Sorry, it's a hardware problem, since it's intended to play on an actual GBA (where the music would be at appropriate levels coming out of speakers). I can try to fix it in the post-jam updates?

I liked this a lot. The graphics look nice, the music is awesome, and I like the atmosphere of the game so far. 
The only problems I had was that at times it was hard to tell what was solid and what I could walk through, and figuring out how to advance the story was a bit confusing.

Other than that it was fun, great job! I am looking forward to where this goes.

Developer

Yeah, I'm gonna redo some of the rooms to increase the clarity. Thanks for playing tho!

Submitted

Loved the design, presentation, world-building and music. Gameplay-wise I felt it was missing interactivity but the story was engaging and everything felt well thought out. I had a little trouble figuring out where to go and what could be interacted with as the other comment pointed out. I found a small bug going on one of the elevators, if you hit the up key or sometimes any arrow key during the animation it restarts.

Developer

Noted! I'm going to try to improve the amount of interactive elements and clear room transitions (as well as fix any bugs) in the post-jam updates.

Submitted(+1)

Very good, I loved the music and the look.

Developer

Thanks! Those were (obviously) main focuses of development

Submitted

I had to stop playing because it crashed, but I liked what I saw. Here is the crash screen, if that helps.

Good:

  • I really enjoyed the atmosphere. The music, art, and world-building worked together really nicely.
  • The story seemed interesting. If I'm understanding it correctly, they eat the insect people?
  • The background art was really good, especially the statues in Victory Park.

Bad:

  • I found it really hard to make a mental map of the space. If felt like the space looped around in physically impossible ways.
  • It was quite hard to tell what was solid, and what wasn't. Sometimes I could pass through purple sprites, but sometimes not. It made it difficult to understand what the exits were for any given room.
  • The elevator started working, but I don't know why. I kind of feel like I should be purposefully opening up the space.

Overall, I enjoyed it. I think the concept is intriguing, both gameplay-wise and in terms of world-building. I just found it confusing to play. Hope to see this continued!

Developer

Thanks! It'd be more helpful if you could tell me where that crash occurred, it's most likely a memory overload error. As for your comments:

  • There are only a couple rooms that don't conform to spacial physics (i.e., that take up less space than they should), and those are all on the far-west side of the map. One is after you leave the hotel to the left; one is after you leave the temple to the left, and one is after you leave the room with the fountain to the left. Other than that, each room should take up its proper amount of space in the world.
  • Yeah, the next version of the game is going to have exits defined either on a minimap or physically in the world with arrows to help with that (I found that problem too).
  • That's good feedback about the elevator...I'm thinking about sending the player on a small fetch quest to get a part to fix it, would that be a good solution?
Submitted

I'll try to remember where it was... I'd just gone up the elevator, found I didn't have the access code, and so gone back down to the bottom floor. I was somewhere in the slums, but I don't remember more than that.

I think it's the fact that doors in and doors out look the same. So I go through a door inside a building, thinking I'm going deeper, and come out instead.

I think a fetch quest would help. It would feel less arbitrary if I were involved in fixing the elevator.

Submitted

so far it's feeling more of an adventure game than a metroidvania... but a really nicely put together one, I think I might be missing where to go.... going to pick this one up again when I have more time to explore and figure out how to fix the lift/get any money! (Plus I want to find out what happens if I am less truthful in my answers ;) ).. Also took me a while to work out how to start the game as well ;) 

Developer(+1)

You know what? That makes a lot of sense! My idea was a metroidvania where you have to talk to people instead of getting upgraded abilities, but I guess that's just an adventure game after all!

Submitted(+1)

:) doesn't detract from the quality of it though! Great job

Developer

Thank you so much!

Submitted(+1)

Beautiful art, i love your pixel art and music. When i have start the game the first time i was block on the new game menu, i thing the gamepad control are strange in the menu, fortunately the game have not this problem. Very story and cool cinematic. You have a master piece. First time i see GB Studio game, its work very good. Nice work.

Developer(+1)

Thank you so much! I had some really great musicians on this one ;