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A jam submission

Tower of ScrollsView game page

A metroidvania game made in 2 weeks
Submitted by AvocadoGrape — 6 hours, 15 minutes before the deadline
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Tower of Scrolls's itch.io page

Results

CriteriaRankScore*Raw Score
Metroidvania#462.6833.000
Overall#532.4042.688
Enjoyment#552.2362.500
Design#562.2362.500
Presentation#572.4602.750

Ranked from 4 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Engine
Godot

Team/Developer
Avocado Grape

External assets
I used music from freemusicarchive.org

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Comments

Submitted

The introduction its really well done, it lets us know the controls and mechanics in a fun and easy way, overall the controls feel good and the enemies feel natural, my only issue would be the background which makes me feel kinda dizzy, but other than that its a good work

Submitted

A nicely scaled experience with some good design fundamentals.

PROS:

  • Nicely forgiving hit boxes and timing for player attacks against the enemies. Definitely in the player's favor and makes me feel cooler than I am, lol.
  • Nice use of looping level design to bring players back to the start after acquiring powers that open up other options.
  • Enemies had some nice fluid movement to their pathing so they felt more natural and less robotic.

CRITIQUE:

  • The attack animation for the player feels very slow and lacks impact as a result. You could cut probably the first 2-3 frames of animation from it and it would feel way more responsive. If you feel that's too jarring of a change in the character's posture you can add a smear to frames to better sell the motion that would cause that posture change.
  • There aren't that many buttons used by the game, but I did need to remind myself which buttons I'd discovered each time I found a new button explanation on the walls. It would be nice if there were just on-screen HUD prompts that had the buttons for each action always in front of me to see.
  • The "dodge" movement skill feels instantaneous right now, which is a bit jarring so I never really used it for fear of accidentally dodging too far off of platforms. Having the character move over a brief period with some kind of trail feedback to better let players track the exact distance and get a better feel for how the movement actually works would really help with the presentation of that skill.
Submitted

Very good start! Keep it up~ It was fun exploring and punching :D