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A jam submission

Alieunt MetroidvaniaView game page

Destory Destory
Submitted by Dennes — 8 days, 7 hours before the deadline
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Alieunt Metroidvania's itch.io page

Results

CriteriaRankScore*Raw Score
Metroidvania#452.3572.357
Design#452.3572.357
Overall#582.0892.089
Presentation#651.9291.929
Enjoyment#651.7141.714

Ranked from 14 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Engine
Godot 3

Team/Developer
Myslef

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Comments

Submitted(+1)

Good:

  • Really ambitious for a solo project to have both PCG and multiplayer. It mostly seems to work, which is very impressive.
  • The colour-matching is an interesting mechanic.
  • The world feels very open, with lots of explorable directions.
  • It controls nicely, and having the double jump available from the start is really useful.

Bad:

  • I got stuck in a hole that was too tall to double-jump out of.
  • I was confused for a while by the fact that the gun aims in the direction you're moving, so if you aren't moving, it just explodes on you. It would feel better if it defaulted to the direction the character is facing.
  • Those sound effects are very harsh, especially the one as you collect an upgrade. They could do with being a bit softer.

Overall, I think it's interesting, and impressive that you made it by yourself, but it could use more polish.

Developer

I really appreciate you playing my game! what are things that need to be polished?

Submitted(+1)

You're welcome! Thanks so much for playing ours too!

Some examples of things to polish:

  • The thing I mentioned with the projectiles. It feels like a bug at the moment.
  • Some improvements to the level generator. It seems to leave some holes at the moment.
  • The upgrades are very easy to get, and there seems to be more than one of each. It kind of robs you of the feeling of working towards something. With the current structure, you basically get all the upgrades in the first 30 seconds, then spend the rest of the game hunting enemies. Some more sense of purpose to the generation would be good. I recommend checking out Joris Dorman's work on dungeon generation if you aren't familiar with it. He talks about a layered approach to PCG, where you first generate the overall structure, then generate the actual level from that. In this case you'd want to start by laying out where each upgrade is, and what upgrades you need to access it, then generate the world from that plan.
  • I think another commenter mentioned difficulties with colour blindness, and generally speaking fully-saturated colours are not so nice to look at. I would bring the saturation down a bit.
  • Particles, screenshake, and squash and stretch are always good to include. 
  • It's quite easy to trigger a teleporter by mistake. It also seemed a bit odd that all the teleporters start unlocked. That feels like something I should be working towards.

Hope that helps!

Developer

Thank you!

Submitted(+1)

This one was fun to play! Beating the three final enemies was satisfying. There are a few things that could be improved to improve the player experience. The hearts in the top left corner are so tiny I didn't notice them for a while. As a color-blind person, light green and yellow are virtually indistinguishable. It seemed like shooting certain colors while standing caused the shot to go nowhere. I'm not sure if it was just my keyboard, but I felt like sometimes it wasn't picking up my double jump. Overall though I had fun and stuck with it to the end. Nice work! 

Submitted

This is a really neat proof of concept. I was delighted to change the seed after winning and see the generator go differently a couple of times.

So, designing generators is obviously very different than hand-designing levels, and while I'm not perfect on either front by any means, I've got a couple design notes:

  • It seems like the ending enemies take a long time to find and a fair amount of time/bullets to fight. I think that enemy type was the most fun to fight as well.
  • I noticed that I could fall through the fall-through platforms by firing upwards.
  • Near the end of my run I actually went looking for enemies out in the 'void' where several of the rings/doors were colliding and that was in some ways more fun than the main corridors. If you decide to expand on this one, an area that generates more like that, with having to find your path, moment (I think it was with seed 1 FWIW) might be worth looking into. (Probably with the rings only temporarily disappearing so you can't softlock yourself.)
  • It seemed like the color/bullet system worked pretty well, though I didn't feel like I was moving especially differently it definitely limited my access through the level.
  • The sounds had a definite retro charm--my suggestion overall (even not taking part 2) might be to turn them down a bit and grab some music.
  • Things do seem a little same-y which in a genre jam like this and considering the experiment seemed ultimately forgivable if still worth noting. It might actually have been worth making maps smaller.
  • The ample warp points are very nice both for players getting stuck and players who don't want to walk the whole map.

Overall I enjoyed this one conceptually, and expanded in scope (if lessened in area size) it could be something to watch post-jam!

Developer

Thank you! I'll take it into account!

Submitted

Good map generation exercice to make a metroidvania map, it’s work good for the generation. Did you have some ressource for map generation ?

Good job.

Developer

No, it is all hand drawn each chunk.

Submitted

I think going for a procedural generated map is pretty ambitious, so good job at experimenting with that. I did feel like the camera was pretty spazzy as well. I got to a point in the map where it was just constantly shaking so hard that it hurt my eyes. Good news is that I didn't encounter any spots that made locked in, which is pretty great since it was pcg.

Overall, its a good base to develop further. Congrats on submitting!

Developer

thanks for playing!

Submitted

I like the concept, but the gameplay was too spazzy for me!

Developer

thanks for playing!