Great pixel art and sound design. Lots of atmosphere and mechanic polish. Noticed that there was some crackling when playing the web version -- didn't try the build yet.
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One Hero's Trash's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Overall | #2 | 4.155 | 4.155 |
Presentation | #2 | 4.381 | 4.381 |
Metroidvania | #3 | 4.524 | 4.524 |
Design | #6 | 4.000 | 4.000 |
Enjoyment | #11 | 3.714 | 3.714 |
Ranked from 21 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Engine
Godot
Team/Developer
Secret Treehouse: Michael Games, Zephyr, kkairos
Comments
dude got the simon belmont walk :skull:
the idea of destroying enemies like that reminds me of something, but i can't remember (it was probably stealing in curse of darkness)
it looks nice,
dunno if this is a bug but you can select things not-discovered in the crafting menu and you can only make 3 moves unless you reset
also you can actually craft without having the materials, it returns nothing and actually consumes them anyways if one of them is actually owned
A unique take on the theme and probably the most elaborate boss fight I've seen in the jam entries I've played so far. Well done!
PROS:
- HUGE game world with lots to explore, different biomes, enemies, and challenges abound.
- Crafting system feels like a decent start to something much more involved that has a lot of potential.
- Character growth really felt powerful as the game progressed.
CRITIQUE:
- I got lost a LOT. The level design feels very open-ended right now and there's very little either explicitly or organically guiding me towards the next thing I need to get so it's really easy to "tread water" as a player and feel lost with no progress.
- Enemies recharge health over a short period of time and the visual feedback associated with that is very confusing. I'd recommend err'ing on the side of easy for players and just remove the health regen over time.
- The crafting somewhat falls apart after you've created the major items (other than the consumable bombs) so a system that made material collection still mean something after major items are created would give the collection more meaning.
Thanks for playing and for your comments! I have a couple questions: first, were you aware of/did you make use of the map? I know maps aren't everything but it would help to know whether you felt lost even with the map. Second, could you say more about how the enemy recharge was confusing? Was there confusion about what the bars meant?
1) I used the map frequently, but didn't have a reference for what item I needed next or any clue for what room it might be in. I was able to navigate, just didn't feel like I had a direction to follow.
2) The biggest example I can use is the dive-bomb birds. If I hit them during their drop and then only manage to hit them again after they've returned to their flight path then I don't get the knockout because they've regened health. It makes an awkward combat loop with them and it's confusing at first because I don't see the yellow bar actively refilling.
I can give a very specific example of getting lost:
I spent maybe 30-45 minutes not finding what would end up being the bomb door to allow you to progress to find the blueprint for the flame suit. 10 of that was not understanding what a bomb door looked like, and 20+ of that was just wandering around the map not knowing where I was supposed to be, circling through areas a lot, not realizing there was the one bomb door below my feet.
I don’t have a quick fix for that.
Granted, I was tired, so wayfinding was a bit tricky, but yeah.
Kudos for having slopes in the game that work well, though!
Really good job on your game! The mechanics were great and you were able to put a lot of content into the game. The art was fantastic and had tons of polish, particles and animations on everything that could have needed them. I especially like the dash effects animation. Also the music was excellent! Nicely done!
This game really was quite great, I took my time to see it through to the end and I am glad I did. I love the determined walk of the protagonist and the end boss fight was really well done! I thought the music shifts in the biomes were well done and added just enough change to make them feel distinct. Overall very complete entry, I didn't really run into any bugs in my playthrough.
An excellent entry! Really enjoyed the mechanics and crafting, and the level design was fun to traverse.
There are a few places where it seems you can skip upgrades (e.g. we never got the fire suit or fast pants, but made it to the end boss, and I see someone below got there with even less!).
Not much else to say, other than: incredible job!
Very satisfying ending ^^the map was very useful in finishing up the remaining areas towards the end, I found way more green life crystals than I could use haha, I encountered all the things mentioned here already, but nothing that made the game unplayable, overall it was very well designed and I had no problems.
One that may not have been mentioned, at the end of the underwater section there was a door right after getting a recipe (or maybe it was just a checkpoint) A door with a rock face on one side, but id approached it from the room on the other side, and couldn't bomb the rock, so I had to back track. You probably already aware of stuff like this just thought id mention it :)
The mechanics were great, everything made traversing more fun which is all I hope for personally, the wall jump is a bit fiddley but not really that bad, In summary I really enjoyed playing! :)
The gameplay is feels really polished and well balanced, except for the slippery bomb and slightly inconsistent wall jump. Controls are easy to learn and the platforming feels generous with the coyote time and jump buffer. Everything you do feels responsive thanks to the animation, particles and sound effect. The minimap is also a nice feature, though I still couldn't find the second recipe. Environmental art can still be improved, but I like how the scenery changes depending on the area you're in.
Some issues I encountered:
- Falling red spikes can 'slide' down a slope and damage you
- I don't really like how enemy's bombs have a hitbox even before detonating
- 'Lifetime' of the bomb blast is a little too long that I sometimes get hurt walking into it
- Had a weird bug when entering the uppermost lava area that made the player start swimming the moment the area is entered. Issue was gone after I respawned.
This is one of my favorite submission yet, mostly because I would not have expected a crafting element in a metriodvania. The generous heals and checkpoints made it a lot less punishing and encourage me to try again. A very great job to all involved!
This is an excellent and impressively complete game -- it's quite an accomplishment that your group put this together, with this level of polish, in only a month. I played it to the finish and enjoyed the boss battle. Great artwork/visuals, varied terrain, great enemy design, many skills to develop and items/powerups to collect. Nice job!
At times I struggled a little with the wall jump, and there were a few vertical scene transitions where the scenes would flash back and forth as the character moved across the threshold, making it difficult to see where I was or control my player, but these were minor points to me in an overall impressive game. Great work!
Very good looking Game, I just felt a little lost - the mechaniks remind me of a survival game like a 2D "The Forest"
I like the music alot!
This is an excellent entry. wow. I love the core mechanic of whacking enemies and collecting their resources, then using those resources to craft your upgrades. I didn't make it through the whole game but I gave it a good 30 minute playthrough. Some random feedback:
1. The mechanics were overall super tight. Except for the wall jump... I found the wall jump painful to use :( Everything else was on-point.
2. The bomb throwing was sooooo annoying since the bombs would always roll away from the target. Consider making them not roll at all unless there's a good reason to make them.
3. For a while I was confused why I couldn't build anything with my infinite supply of crabshells and other resources. I eventually realized that I need to find recipes and put them to use. It would've been AMAZING to let me craft something as part of the tutorial and not only after getting lost for a while. I almost gave up until my first successful crafting.
4. I'd love there to be a use for all these extra resources I'm collecting. It seems like their only purpose was to build up the core abilities to continue advancing. I'm just sayin' I had a LOT of crabshells I wish I could use for something.
5. The audio distortion under water was an excellent touch :) Nice.
And that's that --- Great game!
Awesome game and execution! It is quite easy to get lost in the game, despite having a map. Other than that, this has been awesome. One of the best submissions in the jam for me
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