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A jam submission

CardventureView game page

a metroidvenia game in the world of arts and crafts
Submitted by Bengad — 3 hours, 45 minutes before the deadline
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Cardventure's itch.io page

Results

CriteriaRankScore*Raw Score
Presentation#14.5604.560
Overall#24.0504.050
Design#33.9603.960
Metroidvania#44.1204.120
Enjoyment#103.5603.560

Ranked from 25 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Engine
unity

Team/Developer
Shahar Bengad

External assets
some sound effects were taken from zapsplat.com

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Comments

Viewing comments 20 to 1 of 24 · Previous page · First page
Submitted

Good:

  • I adore the aesthetic, and it's so well developed. The little touches like the shadows of the strings, and the way the platforms bounce a little are so nice!
  • Both the upgrades were really interesting. Ziplining and swinging are really neat movement mechanics. I also appreciated how you can still use the paperclip for movement while using the thread as a weapon.
  • The spider boss is really well designed. Not just a bag of hitpoints and bullet hell, but a test of the zipline mechanic. Zelda games led me to expect that it would die after three repetitions, but I guess there's no reason it can't be four.

Bad:

  • It's very hard, especially at the beginning when you can't attack. I like how challenging it is, but you might want to ease off at the start.
  • The climb up to the spider area, where you jump up strings through lots of spikes, is hard enough that it felt more like an optional challenge than the critical path. I only went back to it when I realised there was nowhere else I could go.
  • I love the art, but I feel like there's too much sprite flipping. I think you're spinning the character every time you change frame, which makes sense from a card-craft perspective, but makes everything look a bit flickery. I'd be inclined to remove it from the idle and walk animations.

Overall, this is my highest-rated game so far. It's incredibly well-polished, with some really nice ideas. Fantastic work!

It's alright, but the ziplines are way too slippery and the spikes reset you instead of  just doing damage, it makes parkour annoying.

Submitted

I loved the concept and the art, gameplay is good, 

Got stuck after spider boss though

Submitted

I loved the concept and the art, gameplay is good, 

Got stuck after spider boss though

Submitted (1 edit)

Very good game :) i found a bug with the boss if u just watch! (I can wall jump)


Submitted

As everyone has said, the art in this game is amazing! Coupled with the soundtrack which just matches so well, it’s presentation is off the charts! And the controls are really smooth as well!

But it’s too difficult. Maybe some fewer enemies, or maybe even more responsive controls are in order. I’m not sure. But there are parts where I was just resigned to tanking damage to get past and that’s not fun. I noticed that I could use a game pad’s left stick to move, but couldn’t use any buttons to jump. Not that the instructions indicate game pad support, but it would have been nice to be able to use the game pad.

As I made the level of our game I wondered if it was too difficult in parts as well. I would love to hear what you think about our game in that regard or any other that spring to mind when you play it! So, please try ours and let us know what you did and didn’t like. Thanks!

Submitted

It's so cute! The artstyle has so much flavor and you've really made it work. The little details sprinkled everywhere really make me feel like I'm playing inside a cardboard box.

The platforming is great imo. I managed to get a hang of everything pretty quick~

Very inspired game, great job!

Submitted

Ok, firstly, the art is absolutely amazing in this game. Character controller feels good. The difficulty level is also pretty mild which I like as I am not particularly looking for an insane challenge in a jam game. 

I definitely think you could turn a game with this art style into a steam game. I think if you do, here are some things you might want to consider:

- The paper assets kind of detract from the rope and ripped out cardboard background, they don't really feel papery enough if that makes sense. 

- The character is a bit fast for the precision of the platforming.

- The paper flipping during animations is a bit confusing, I thought it was a bug at first.

Other than that I love this game to its heart and great job!

Submitted

Your art so cool, I very love it and I like the way you design the world too, this game so fun <3 I like the control and I can choose different weapons, but I think Choosing UI is hard to see (for me :(   ). Yeah, I love this game so much, GG!!!

Submitted

Really fun creative direction! I love all the little details with Scotch tape on the selector wheel, the cardboard edges, and even the cardboard texture on the loading screen. I personally wasn't a fan of the animation frames flipping effect, though—it was a little distracting for me as it looked like a mistake (like when an animation is missing frames), but I get what you were going for.

As far as gameplay, I thought the controls were a bit too loose. The character felt slippery and it was difficult to land jumps with much accuracy. I agree with some others that at times it felt like I had negative coyote time, falling off the platform before I expected to when trying to make a jump. The beginning, too, before you get a weapon is harsh. Too many small platforms where the enemy takes up nearly half the space was punishing while you're still getting used to the feel of the game's control. It was actually harder for me to get to the paperclip than it was to do anything else in the game and I nearly gave up at the beginning except for all the praises in the comments.

I did like the boss fight and the distinctive look of the different areas. The paperclip zip-lining is really satisfying, especially in long combos like the big vertical room. Going up the ziplines, though, wasn't clear, and I 100% agree with Starboi hooch that having the player have to use it to get out of the room/area with the clip would have been a huge help in teaching the skill.

Overall: could use a little love in control and balance but the mechanics are fun and the aesthetics are fantastic. Awesome job!

(PS - I'm jealous that you nailed the dust motes I'd wanted to do in our game xD)

Submitted

Perfect. You have won. End.

Submitted

THIS. WAS. AWESOME.

It wasn't very long sadly and lacked an ending, but its a game jam so that's excusable.

The movement feels great. The combat feels great. And the style is amazing (but you already knew that). 

What makes this one so good in my opinion is that I actually had to think as to where to go next. The map is memorable and well designed and at the end I knew exactly where I was. This is what differentiates a good metroidvania from a great one. And you nailed it. 

I also really enjoy the little optional heart pieces, with my favorite one being the one where you have to figure out that you can use the momentum gained from the zip lines for a big jump.

The boss was very good designed as well. I just think it had a bit too much health. 

But I also have a few nitpicks:

  • There are A LOT of enemies. I think you could reduce that number a bit to match the peaceful atmosphere and make the early parts a little less intense.
  • I wish just pressing a direction on the weapon wheel would already quip the weapon instead of having to confirm with X. 
  • The hitbox of the grapple hook is a bit too tight in my opinion. It works great if you hit a bit over the pin because of gravity but if you are under it it doesn't connect as easily.

This is my favorite game so  far. Well done.

Submitted (1 edit)

This game is so visually pleasing, and the music is very fitting. Sound design is on point as well. I loved the changes between the first scenario and the second, and the fact that the same ziplines that were so colorful at the beginning of the game looked like spider webs in the cave (at the point I got to the boss I was 100% certain on what it would be haha)

I found a bug while fighting the boss for the first time, all ziplines stopped working (I think I died right when it disabled the ziplines after hitting it, keeping them all disabled forever), however I got to the end of the game on my second playthrough. Oh, and the boss reminded me so much of the Donkey Kong bosses, including the camera movement, that was pretty cool.

I enjoyed the challenge of getting the HP UPs, it really added to the game.

My only issues were the platforming (especially while getting used to it at the beginning) and the combat, but nothing too problematic. As other people said, coyote jumping would probably help a lot. My grip with combat is that it seemed I had to be very very careful when getting up close and personal with the enemies, and some of them were waaaay too vicious IMO (lol I'm looking at you, bat). Also, I think the first one should be squishier, maybe die in a hit or two.

I personally think you did a stellar job with this one, the game is full of personality and creativity. I'd also love to see a game like this finished and polished.

Submitted

Looks amazing.... sometimes feels like it has the opposite of coyote time (I think this is due to the soft round edges of the platforms).... I keep missing/dying trying to jump on the edge or from the edge of a platform... but minor gripes on one of the most stunning and interesting games in this Jam! 

Great Job, bit more polish and this would feel like a profession studios release!

Submitted

Visually awesome!

Submitted

What I liked

  • The art style immediately grabs your attention. I love the creativity of entities being stick-puppets.
  • The music is cohesive with what I'm seeing.
  • I love your implementation of the map.

Feedback/Suggestsions

  • The movement mechanics don't feel responsive. I spent too much time trying to make jumps that I know were designed to be easy. Coyote jumping would also be a huge boon to the experience as well.

Overall, you have a really cool aesthetic and solid base of a game. I envy your creativty, congrats!

Submitted

I have some psychological block against giving a perfect rating...but this certainly came close!

Submitted(+1)

Your game was the first one that caught my attention. I found the aesthetic very interesting and well done. The game is visually beautiful, and the soundtrack accompanies the scenarios bringing a good ambience. However I couldn't get very far, maybe something in the wire mechanics can be improved to make the movements smoother, or something in the level design can make this mechanic better used. Anyway, congratulations on the delivery, you made a good game with a lot of potential!

I didn't compete in this jam so I can't give you a rating but I just wanted to leave a comment and say that I loved the feel of this game. Up until the point of unlocking the attack everything went really smoothly and I didn't come across any problems but after unlocking the attack I walked around for quite a while trying to figure out what it had unlocked exploration wise and couldn't find anything. I'm assuming there was a breakable wall somewhere that I didn't see. I did however notice that you can go up the zip wires by spamming jump which I think is probably unintended. I used this exploit to see how far I could get and eventually I died to a bat in the underground bit and when I respawned it wouldn't let me move at all so I had to stop playing.

I would love to see this game finished and polished. I would 100% pay money to play a finished version of this game and it inspired me to try and make some more progress on my game dev endeavours. Thanks for the experience

Developer

thank you for playing the game, the zipline part is intended and I'm sorry you've encountered a bug with the respawning. also thank you for the review.

(+1)

In that case, I think it would have been good to make it so that you have to use an ascending zipline to leave the area that you get the paperclip from. That way the player is taught how to use it without needing a tutorial. 

Submitted (1 edit)

+1 that idea. I wondered around a bit, too, until I accidentally figured out that you could jump off the zips.

Viewing comments 20 to 1 of 24 · Previous page · First page