Great game. Was a tad annoying when you get stuck in walls until your momentum bleeds off, but I loved the characters, and enjoyed the bosses! The black mushroom thingy is a bit misleading since I thought I had to kill it to progress. (That is until I took a look at the map again.)
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Ruined's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Enjoyment | #3 | 4.143 | 4.143 |
Overall | #5 | 4.071 | 4.071 |
Metroidvania | #6 | 4.286 | 4.286 |
Design | #11 | 3.929 | 3.929 |
Presentation | #16 | 3.929 | 3.929 |
Ranked from 14 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Engine
Godot
Team/Developer
Me, and some guys who are on the page for soundtrack
Comments
I couldn't find a way to defeat the black mushroom thingy in the mushroom biome :(
Also was trying to find the Ori relic or something, probably just missed it somewhere.
Game's movement is just perfect and feels good to do
The sfx and music are somewhat great in my ears
The bosses are well executed
Great game overall :3
Nice job on this, I played to the 'good ending' and had fun. I especially loved the main character and his movement. I also liked that the final boss at first felt overwhelming, but on repeat plays allows for the player to develop a strategy for winning. The use of colors and light effects in the various worlds were also nice. Great work!
Like Thetra00, after I initially sold relics and had money, I couldn't figure out how to buy anything from the shop. I think the issue is that up to that point, no mouse is needed in the game -- including for selling items -- so it didn't occur to me to use it. (I quit out of the game and saw your comment here).
At the end of the game I tried selling The Good Ending in the shop (look, helping mayors doesn't pay my mustache wax bills), and I think I got a lot for it? Something I had was worth a pretty penny...
the jump sound sounds odd, and the sprites have character, using the tweens was definitly smart nd the map was intresting, i like the idea of the item progression being non-linear, altough the game dosen't explain that you have a small double jump and how to buy stuff and also the fact you can walljump
and the dialog system feels like you press the key once and it skips it all as if it were using is_key_pressed(), but then i figured out that isn't the case (i think?)
This was pretty fun! Sadly I ran into a bug in the red zone where I entered a house and the screen went all black. Could not do anything else after that. Still a great submission!
I really enjoyed playing, can see the hard work put into it, and I wanted more ^^ I think I did everything? I found elevators for every zone and got the good ending, though a real ending would have been even greater haha. I couldn't beat the shadow mushroom guy but I found and beat the orange goblin.
The mechanics are really well implemented, the double jump was amazing. My guy would throw the boomerang every time I jumped is that intentional? A few times I wanted to jump first and then throw from a height, but automatically throwing meant I couldn't do do that (using gamepad).
I also had the bug in the second goblin home, I thought it might be a secret where you find a torch or something? :')
This was fun! Tweening the character sprites was actually a really smart way to give them character and movement without having to go through the hassle of animation. It probably saves a lot of time for the jam.
The idea of going down into a cave and collecting items to buy the progression upgrades is interesting. Could be expanded in a few different ways, especially if you can maybe find stuff down there to upgrade the vendors on the top, and maybe create shortcuts back to the surface.
Puppet master was a hard but rewarding boss, and I didn't want to give up. The attacks could possibly be telegraphed a bit more but hey it's a jam.
Maybe take a look at the velocity of the character when you run into a wall - not sure what the Godot nomenclature is but in Unity I'd clamp the velocity in that direction at zero if I hit a wall on one side. Otherwise you need to wait a moment for the character velocity to accelerate away from whatever it was going into the wall.
Also - my game would just fade to black when trying to enter the second house in the golem town underground, might just be me or a more general bug. Was able to return to the surface using the menu luckily enough.
The character voices were hilarious and charming.
It has been fun to follow the development of this on the discord, looking forward to seeing more!
The art style is really cute and cohesive in itself. Had to chuckle the first time i saw the player movement animation!
Audio and sound effects were also really cute and fitting well to the art.
Controls and movement felt solid for the most part. The player has a bit too much inertia (might be due to personal preference). The shop could use a controller friendly scheme, like a grid selection, otherwise fits well for keyboard and mouse controls.
I don't know if it's intended, but you can climb a wall with only one wall as soon as you get the dodge roll upgrade. Might lead to some unexpected path progression :D
Sadly I couldn't finish the game as I was able to softlock myself in the blue area where I encountered one of those bigger dark enemies with mushrooms on their head. I got myself pinched between the left wall and the enemy. There seems to be no damaging hitbox of the enemy reaching the player, so you could at least die and try again.
Overall solid first impression!
It was good, but there doesn't seem to be any ending to the game, other than picking up the cake.
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