Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
A jam submission

Would You Still Love Me If I Was a Banana Peel?View game page

A short Metroidvania
Submitted by perons — 8 hours, 5 minutes before the deadline
Add to collection

Play game?

Would You Still Love Me If I Was a Banana Peel?'s itch.io page

Results

CriteriaRankScore*Raw Score
Enjoyment#73.9233.923
Metroidvania#183.6923.692
Overall#183.6153.615
Design#193.6153.615
Presentation#333.2313.231

Ranked from 13 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Engine
Godot

Team/Developer
Perons

External assets
Kenney Assets (kenney-1bit-pack)

Leave a comment

Log in with itch.io to leave a comment.

Comments

Submitted(+1)

This is a very interesting metroidvania prototype. I think it could be improved by not making it one-hit death. I also think if you could add some animation to the sprites, that would also improve the visuals. But I can see how this could be worked on more to create a neat 2D metroidvania / puzzle platformer demo.

Submitted(+1)

A nice game, the 2 only cons is that the game is short and the tetris figures bug, i've been trying to do it for like 30 seconds and it happened again after some time. I liked the part where you get the attack module, that was fun, keep it up

Submitted(+1)

I really liked the tetris like node box thingy, that was cool mechanic.

Great game, I've quite enjoyed it.

Submitted(+1)

A couple interesting mechanics and a gag that does totally pay off in the end for a fun little experience.

PROS:

  • Really like the Tetris block slotting of skills for equipment management. Obviously tough to balance within the scope of a jam, but definitely worth fleshing out further in this or other games you make.
  • Level design was clean and intuitive and organically guided me towards the next powerup I needed (while also providing ample checkpoints for respawn).
  • Controls were nicely simple even with new powerups accumulated so I always felt confident in my ability to use my equipment.

CRITIQUE:

  • I wasn't fond of the "Attack" skill implementation. It forces a lot of waiting rather than pro-active action from players based on the constant motion. It would be nice to have more direct agency in the use of the attack.
  • A couple rooms felt like "lots of enemies for the sake of lots of enemies". It's a bit nit-picky to say really, but when a room feels crowded it makes you question why so many of them were necessary.
  • In these kind of platforming games it's not uncommon to have pits that will hurt/kill the player so falling off of the screen is often suspect for my intuition. I consequently usually have a player progress upward into a new screen before they ever need to fall downward into a new room to better solidify the idea that "going off the top/bottom of the screen won't necessarily kill you".
Submitted(+1)

Cool concept and hilarious ending.

1. Using the sword to get out of the top-right cavern after gaining double jump was downright unenjoyable. That level design should be adjusted or the combat should be changed. As it stands, that part as paaaainful to play.

2. The core mechanic of packing your abilities in to an active loadout is very cool. However, you didn't let the player explore that at all! The only time that mattered was for using double jump at the very end of the game. If you're going to make a cool core mechanic, you should lean in to it as the main thing you want the player to engage with.

Other than that, this is a nice little piece. Thanks for sharing it!

Submitted(+1)

Creative! The chip programming part was a little buggy

Submitted(+1)

Very creative concept! Wish it was a little longer. The chip programming part was a little buggy but nothing gamebreaking. Nice ending! Got a chuckle out of me

Submitted (1 edit) (+1)

The concept of having to swap out abilities during the grid sections is super neat - there's a lot of fun you could have with that if you extended it further with things like grid upgrades, or upgrades that work well together and give you more space etc. Fun way to combine puzzle mechanics with metroidvania.

The platforming could be tightened up a bit but it stands as a very good proof of concept.

Oh and the ending was v funny.

Submitted(+1)

Unfortunately my browser decided to go kill itself after i unlocked the attack, and i guess i was just about to get to the end, but oh well, i'm not playing again. The game is an absolute meme, in a good way, i loved it. The "puzzling in your powerups" mechanic didn't feel like it needed to be there though.