This one does okay overall, though there's some room for improvement. Kudos for collectibles and a kinda original mobility "ability"; that was a nice touch. The pet was cool but awkward especially in its bouncy phase. Some options for commands--or even a switch to control it directly--might've been good--at one point I think it kept me from going down a shaft I was supposed to get down. Pretty solid for a solo effort. A "You win" screen would have been a good touch, but I understand how one can run out of time in these things. So not a TON there, but what's there is pretty nifty.
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Mysterious Mineshafts's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Metroidvania | #43 | 2.833 | 2.833 |
Enjoyment | #44 | 2.667 | 2.667 |
Presentation | #44 | 2.833 | 2.833 |
Overall | #45 | 2.708 | 2.708 |
Design | #48 | 2.500 | 2.500 |
Ranked from 6 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Engine
Godot
Team/Developer
Worked solo
Comments
Like the gameboy aesthetics, would of been nice if it had any sound. I found the control setup awkward. There's no point in having the mouse LMB used for attack when everything else is done via the keyboard. Especially when you have a/s for movement and space for jump. Made certain jumps awkward to do, resulting in you to use both hands on the keyboard. You could have solved this a number of ways, like using RMB for jump, W for jump, or, putting the attack button on the keyboard near space so as to have both hands on the keyboard. I think if you improve the controls, add some additional polish -- like sound to assist with game feel -- and this would make a nice demo or portfolio piece.
The concept of the pet is great! It has its jank, but I was able to make it to the boss just fine. Should be good with more time to develop it
The lack of any kind of game feel(particles, screenshake, flashing sprites), no sound, and the fact that your little mining pet gets in the way when fighting made this one rather rough to play. Also, when you don't hold down the jump, it feels extremely unsatisfying. I like the concept, art style and the little mining pet is a neat idea, but as you mentioned, the lack of time to develop seems to have killed this game.
I'm really sorry for all of the issues, polish was something I was putting off until further into the project and I ended up dropping development around halfway through the jam. Platformers aren't something I've had too much experience with yet so the code for holding down jump is a bit jank and because I didn't have as much time as I would've liked it was something that wasn't able to be fine tuned.
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