Nice start here! Jumping around felt pretty good. I couldn't get past the spiky platforming section; I was having issues where I would jump through walls and die. Overall the game could be a lot brighter. I also would have preferred arrow keys for movement. Good luck!
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Relics of the Past's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Metroidvania | #33 | 2.849 | 3.571 |
Overall | #57 | 2.108 | 2.643 |
Design | #61 | 1.937 | 2.429 |
Presentation | #62 | 2.051 | 2.571 |
Enjoyment | #67 | 1.595 | 2.000 |
Ranked from 7 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Engine
Unity
Team/Developer
Vrglab and WheterEnder
Comments
This game was nice to play ! The menu is really polished and you can feel the hollow knight inspiration all throughout the game. I really hope you continue working on it but I understand you plan to do so that's great !
I feel like the platform are a bit too large. And I would have loved to play with the arrow keys. Other than that you have a solid base, you just need time to finish it I think !
- Was a bit strange that arrows can be used in the main menu but not in-game
- Sometimes hard to see the ground (is brown on lighter brown tiles)
- Levels felt empty for the most part
- Abilities found were really great tho!
- Sound / VFX feedback was sweet
- Some open areas (to the edge of the screen) were not actually allowing the player to continue (although it looked like an opening)
- Nice touch with the faint lighting where an opening to another section / level was available
- Buried Kingdom with the darkness was really neat as well!
With some inspiration taken from Hollow Knight, made Relics of The Past one of my favorite games that i tried out in this jam, great job pulling this off!
You’ve got a lot of good elements here for a full game! It’s obvious where the inspiration came from, but that’s not a bad thing! Learning and emulating good games is how it’s done! I could say that enemies are the most missed thing so far. I’m sure they will come in time. I suppose for the short term, polishing the movement and upping the game art would help most. Adding more things to do would be good too. Like low level/dumb enemies that drop something (some sort of money? Healing potions?) would be fund to beat up on while traversing the levels and they wouldn’t take a lot of time to make the AI for.
Being the designer of our game, I can tell you that even though our game is a top down space shooter, the design was heavily influenced by Hollow Knight and Super Metroid. I do wonder how gamers and other developers perceive that type of twist for the genre. Would you mind playing our game, rating it and leaving a comment letting us know what you think? We’d love it if you did!
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