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A jam submission

Kidera - Tree of LegendsView game page

MetroidVania MonthJamSubmission
Submitted by Thetra00 (@Thetra00) — 1 day, 20 hours before the deadline

Play game

Kidera - Tree of Legends's itch.io page

Results

CriteriaRankScore*Raw Score
Metroidvania#54.3004.300
Presentation#64.2004.200
Overall#83.9623.962
Enjoyment#133.6503.650
Design#173.7003.700

Ranked from 20 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Engine
Unity

Team/Developer
Thetra00(Everything else) & Deep.Solar(Audio)

External assets
SunnyLands(ArtAsset by Ansimuz),Bee (ArtAsset by Sanctumpixel), Legacy Fantasy High Forest (by Anokolisa) ,TinyAudioManager(by Zombisoft), FluentDialog(by Reyn), SFX(by Kenney), FruitFallingSFX (by Shoni Pal), HumbleFonts (by somepx),

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Comments

Submitted(+1)

I enjoyed my time with this game! I didn't beat it, but I really liked the visual style, the animations, and the music and general feel. There were a few bugs - when I fought the first boss, I died, and had to come back and fight her again. The second fight did not show her health bar, but I still defeated her as normal. Overall, I think this was a great game, and you should definitely be proud of what you accomplished! 

Submitted(+1)

Superb job, especially the assets, wow I don't wanna know how long it took to draw all this. There are however some nitpicks here:

 - the seconds screenshot has a very nice view over the whole forest. However... I feel like the massive pixels kinda ruin this effect. If it has to be this way, I would've just blurred the image a bit, screw the full pixel aesthetics.

 - also - its only in the beginning I think - its not great that the color of background is the same as foreground. But I think the game generally suffers from unnecessary visual overload and its because of samey colors.

 - as many praised there's lot of visual fidelity. But many also felt that its too much a bit - looking for buttons can be sometimes quite hard - and visually they are quite obvious! There is simply so much stuff that it kinda blurs together. Its quite easy to miss something - though I would say the map compensates a lot. On the other hand, I don't think its easy to get lost in game, most of the stuff feel distinct.

About music I can say its very fitting. However listening for more than half an hour is tiring. I think this could be easily solved by doing music in the tree, and playing some ambience outside of it. You know, wind howling, birds chirping, rustling leafs.

Something is broken with the dialogue a bit - you can't skip the showing letters. It should work in this way, that when the text is writing and I press space, it should show the full dialogue first, not go to the next. I didn't see quite a lot of lines because of it.

Something about walking upwards along the branch is not working correctly, the squirrel is slowing down, hm. Friction? There are some glitches with physics too, like sticking to the wall.

I got a bug after a hive, I couldn't go through the door. At this point I stopped, but maybe I'll try again tomorrow.

Also the game has the same bug as mine - ESC should not work for pause/menu in a web game, it messes with fullscreen. Eh ;)

Overall, extremely polished game in terms of visuals, I think this is the most graphically advanced game in this jam. For sure a lot of time went into this and it shows. And the design of levels make it really fun to explore the tree, finding secrets etc. Maybe even a bit too many secrets;) But very good!

Submitted

Several layers make a great presentation here. Definitely a project worth sticking wtih.

PROS:

  • It's impressive how much level art layering is on display. I honestly couldn't really pinpoint a tileset for the levels.
  • The boss fights felt unique and the ability to actually have pacifist runs is a nice touch.
  • Watching the rate of progress on this it's very impressive how much you were able to accomplish with such limited time/resources.

CRITIQUE:

  • Playing with controller I noticed some input lag on both the jump and attack actions.
  • Slopes (very much like the game I worked on) had some odd affect on character movement. Much less egregious in your game, but definitely notable.
  • Another controller issue was sliding to the sides a bit when attempting to either up-angle or down-angle my throws. Increasing the horizontal axis dead zone a bit could help players that play with control sticks mitigate this issue.
Developer(+1)

Thanks for your feedback!  (was actually hoping to get one of your nice overfew analytics) - the Game was absolutly not made for Controllers - I am happy that it even worked with one xD 
There are 4 different Tilesets I use, I recollored all of them to fit one color palette so it won't stick out when they switch.  I love layering background and foreground for perspectiv and world depth - I am very much into decorating and making every inch look a lot like a "natural" world.

The Slopes issue is one of the hardest to fix I guess- if you don't write a own script/logic only for this, adding a lot to the playerObject and  .... wel I simply fixed it without a deadzone or something but with a "If grounded and no input - > set Friction to 999999"  xD its a workaround nothing more. - Thanks a lot again for your  reaction!

Submitted(+1)

Nice game , was not very intuitive to find the switch, i had hard time figure out that. But nice game The intro it is amazing. Good job.

Submitted(+1)

Great job with this!  I played to the finish and enjoyed it.  This game really excelled at creating a sense of place.  The tree interior spaces were outstanding, with their glowing bugs, mushrooms and light holes, and you did a great job of making those interiors feel like a tight space, yet still allow for platforming.  I also really liked the title animation and especially the animation of the background ants on the march just prior to the ant boss.  And the idea of the different types of acorns for different functions/speeds, etc. was great.  It was also an impressively large game.  Nice!

The tradeoff under game jam time limitations for having all of the narrow and sloping geometry of the tree interiors is that it's hard to make crisp platforming in that space.  On jumps I often got stuck in a spinning animation on walls, and sloping surfaces were a little slow to navigate.  I took the blending-in of the grasshoppers and spiky plants to be a design choice, and those were the ways I took damage.  I don't think I ever died from start to finish, though, so I personally would have enjoyed more difficulty.

After reading the comments, I see that people had quite different paths to completion of this game, so nice job adding that layer of complexity.  I never saw the "intellinut" that people talk about, so the signs were always unreadable.  I never faced a hive boss -- I assume this was the boss that I paid off with honey, never realizing that there could be a boss battle there.  And I think something went wrong for me with the ant boss:  I saw it, climbed up on something to its left, and just sat there pelting it with acorns until it died.  It never moved, never said anything, just stayed in an eating-type animation until I hit it enough times and it crumbled.

Over all, an impressive game that I had fun playing -- nice job!

Developer

Thanks  for you nice feedback I am happy that I played your game too, it was so smooth and I loved it, to get praised by someone who made himself such a nice game I am very happy! - The ... issue with the AntBoss is absolutly new to me and faszinating.... never ever encountert that problem xD

Submitted(+1)

So, overall, I enjoyed the game a fair bit, and it’s nice to see a game about a squirrel, hehe.

The art and world design is quite well pull together in terms of environment design.

I haven’t finished the content on offer.

Nitpicks:

  • The Grasshopper enemy, at least on my laptop screen, was very easy to miss in the background in a lot of areas. I ran into them or landed on them more than once on accident. It didn’t seem on purpose, which is why I brought it up

  • I had a hard time having any accuracy with throwing nuts, which didn’t mix well with small targets for doors, or flying enemies. It could be a level design thing, tho, where a lot of enemy placement ends up in hard-to-reach spots when throwing nuts

  • I may not have found it, but the amount of wall friction felt like a precursor to a wall jump.

  • I think that the run speed should be the default, and walk speed, if it exists, should be an optional thing, especially with a map of this size. The player is going to be wandering around a lot, having to hold shift the entire time got old. If nothing else, having a toggle would be nice, since I ended up running almost everywhere

  • It was surprisingly easy to get caught or slowed on slopes. Kudos for having them, but they definitely felt like trying to walk through sand at times? Maybe making grounded movement go along the normal of the surface while the character is grounded would help?

Silly goofs:

  • I might have just gotten lucky, but the hive boss got me down to 1 hit point, and then didn’t kill me ever? I then turned around and died to a stealthy grasshopper , heh.

  • By engaging in the honored tradition of wedging into stray geometry wall and jumping a lot, I was able to get to the exit for The Crown, though it was locked.

Developer

Thanks for your feedback I will take the advice when I work on this project after the end of the voting ! Thanks a lot! 

Submitted(+1)

This was really great (as expected after seeing the progress you posted in the Discord). I liked the mechanic where you can choose to fight the bosses or help them with a thing to get past them. Though the dialogue options weren't entirely clear which would lead to which. I suspect that might have been a deliberate choice, but it left us a bit disappointed when we saw we could give cherries to the ant queen but then had to end up fighting her because we chose the wrong option.

Overall a very good entry, so I'll just note some other bits that I would have liked to see:

- In the outside bits, the contrast between the enemies/player and the backdrop wasn't enough, so that it became a bit hard to quickly pick them out.

- Some things that looked like you could jump on them turned out not to be jumpable. Some clearer indication of what's background and what isn't might have been helpful?

- Some of the hazards / ability "locks" sometimes blended in a bit too well with the background; I would have liked them to stand out a bit more.

Fantastic job!

Developer

I feel honored of your words- thanks a lot !

Submitted (1 edit) (+1)

I have read the comments and am wondering, have i really missed the bees fight and spider boss fight? Or is it that you can skip fights by giving them thingies they like hmmmmmmm.

Also I have watched your progress video in yt and was amazed on how in just 4 days you have created a lot, that was dedication right there.

The art assets are really well placed.
The music is really playful like the squirrel I think.
The level design is perfect.
The ant boss is cheesable :D

Overall a very nice, polished and almost finished metroidvania game I think hehe

Submitted(+1)

I love the style, spritework and charming mood of the game. The music is very nice and fitting. I think some extra clarity and action when something changes, such as a door opening or when killing an enemy could be nice. I like the teases for different abilities that you come across as you explore. The patterns of movement and attacks for enemies are nice and predictable. Sometimes the background branches would confuse me and I'd try to jump on them, perhaps a greater differentiation between foreground and background would be nice. The characters you encounter are nice and varied, although the spider boss felt a little easy while still being quite long, until I figured out just where to hit it. The controls are responsive and feel good.

The game felt very well fleshed out and well polished, and it's particularly impressive for being made in one month! Very well done.

Developer(+1)

" boss felt a little easy while still being quite long, " I can absolutly understand that, I had the boss broken alittle by fixing an issue with the bullets to throw (normalize the throwing direction & power) which led to points where you didn t get hit once!  - and the HP of the Squirrel and the boss where raised for the Gamejam to make it 1. easyer to play (squirrel more HP) and 2. The boss to be more "visible" I wanted the boss to be seen and not to feel like a trash you won t remember.

Thanks for your feedback!

(+1)

Thanks for the compliments on the music!

Submitted

The art and music are amazing! ^^ I think I saw everything, though after a certain point the prompts to read/talk didn't work? I hope it wasn't a bug and missed something, for instance the frog didn't have any dialogue? It happened right after beating the bees, there was a prompt above them that didn't work for me. I made it to the "thanks for playing" and got every nut, and intellinut :') great submission!

Developer(+1)

Thanks for playing my Game! - well yes that is a bug and I don t  know why it occures but got the message severall times now q.q

(+1)

Thank you so much for the compliments on the music!

Submitted

The only thing I didn't like was that I couldn't jump high enough to hit that second switch so I couldn't progress further. That seems like more of a me problem though. This game looks amazing and is surprisingly bug free.

Developer

you can hold the UP button and throw while jumping tho :D - thanks a lot!

Submitted(+1)

Really awesome job!  This had the best tutorial system I've seen so far.  I didn't feel confused at all about what to do :D I learned from this, thanks!

Developer

thanks a lot for playing and for writing :) I am very happy to be able to give something !

Submitted (2 edits) (+1)

Hey, really enjoying this one. It's a hell of a lot of content to fit into a game in a month, especially given you were away for some of it. The world you've created is charming and inviting, and the tutorialised introduction serves as a good way to get us into the game world. There is very good use of URP for the rays of light coming into the trunk.

The design is good - I think the one thing to look out for is colouring assets more to make sure they stick in a player's head and they can remember to back track to them, particularly assets that serve as gates once you get an ability. For example, I'd make the vine plants very colourful and possibly even have a light source, as sometimes in the interior area they didn't register with me the first time and I found them more by stumbling upon them again rather than suddenly getting an idea of where I might use my new ability.

The platforming is generally good. It's a little floaty for my tastes at times but that might just be me. Some of the collision on the slopes and how the character controller handles it could use some work, but I know how hard it is to get that right, especially given the timeframe.

Music adds a lot to the atmosphere and the SFX on a new room discovery is a very good addition.

Overall, really had a lot of fun with this and it was interesting to follow along as it was being made! 

Quick question - I'm stuck here and not sure if it's me or a bug - the screen seems to go dark when I select that option then return to the same area, and I can't get back down and lack an ability to progress further right. Would love to finish it if there's a solution, no worries if not! 


Developer(+1)

Thanks for the Feedback and for playing - you simply have to go back up and  when you get in the branch area take the left way with the plants :)  you will find another bossroom and maybe you will get enlightend by then ;

Submitted(+1)

amazing looks! It felt a bit slow, but I made it to the hive boss. I could not go to the door at the top for some reason, and after that I could not read any of the signs (I had the intellinut already). Great work overall!

Developer

I am so sorry, I saw that bug once, but I couldn t recreate it so I don t know why the intellinut doesn t work - thanks for playing!

Submitted(+1)

The graphics and world building for this game is extremely impressive. It all feels like a really big sonic level, and it's music makes it all so atmospheric. It seems like a game made for the sega genesis, if you've heard of that.

Now, unfortunately, it was quite easy to get lost, in a bad way. You're stuck in one area for an eternity, because you forgot to check that one room, which looks a lot like another room you've already visited, so you think to yourself: "I was here before" and go back. This happens multiple times in the game. The minimap helps a little, but not by much. 

Still a banger of a game though, the rate at which you managed to produce content is insane.

Developer(+1)

Thanks a lot for playing, I hope allthough you got lost, that you had a lot of fun in the Game  -  Thanks for the nice feedback!

(+1)

Thank you for the feedback on the music, it means a lot!