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A jam submission

EvernightView game page

Submitted by Jawi (@JawiDev) — 1 day, 23 hours before the deadline
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Evernight's itch.io page

Results

CriteriaRankScore*Raw Score
Metroidvania#14.7274.727
Design#14.3644.364
Enjoyment#24.0004.000
Overall#24.3414.341
Presentation#44.2734.273

Ranked from 11 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Engine
Unity

Team/Developer
Jawi

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Comments

Submitted (1 edit) (+1)

Wow! This is an incredible entry! I'm stunned by the amount of content here. This was a fun challenge. That said, there are a number of pretty serious things that are currently detracting from the game:

1. Please please please allow full screen, or at least a larger window. The tiny view was pretty difficult. 

2. The controller mapping is kind of weird. Right at the start, I could not figure out what button to press on my xbox controller to get out of the main menu. There doesn't appear to be any button; you have to press 'e' on the keyboard. That's fine, but it's a little hairy in-game too. The most annoying thing was that pressing the left-thumbstick on the gamepad pauses the game. When playing this game I realized how much I unintentionally press the left thumbstick. I kept pausing in the middle of the most intense sections.

3. In-game guidance is kind of lacking, especially when it comes to controls. I had to just press a bunch of buttons to figure out how to use the moth light power (which is an awesome powerup, by the way). Another example: after getting "dive" I had no idea what that meant. The player can now dive? Is that a special move? An attack? Did not occur to me that it referred to water. 

4. In some places, visibility is an issue. Many times I just did not see the smasher blocks because they don't stand out very much and in some cases, are hidden off screen. Also, in some cases it wasn't clear what was background and what was solid.

A few more minor things:

1. Boss fights were pretty great though only the final boss was a real challenge (at least for me). Final boss took me a long time to figure out because I didn't know what rays caused damage and which ones did not (another visual ambiguity issue). 

2. I was not a fan of the way shooting is locked into the direction you're pressing when you start shooting. I'd rather shooting change the direction with your change of direction, unless a button is held (a la Axiom Verge). 

3. I also had no idea I could shoot vertically until I stumbled across it. 

4. Final boss also tripped me up because I had no idea that dashing made you temporarily invincible. 

That's a lot of criticism but honestly this is the most impressive game I've played so far this jam. Well done! Thanks for making it. 

Submitted(+1)

Simply the best!

Music, graphics, backgrounds with weather, traps, enemies, bosses, story, difficulty balance, UI with map and items - everything in place and top quality.  

Along the way I made some notes, my personal list of things that could make this game even better if it is possible at all:)

  • I  miss fullscreen mode very much in browser play. The game dimensions are pretty small for me, and immersiveness also suffers when I see browser window.
  • Jump feels a bit awkward, maybe a bit slow, idk, anyway I get used to it finally
  • Falling stone trap is poorly visible in one place because of hp bar, I'd also prefer I could step on top of them like lifts, they don't look dangerous on the upper side
  •  
  • Big ghost is pretty static, first I thought it's a bug he doesn't react in any way on me appearing in the room
  • Fall of texture beyond the left-top wall, and under the big ghost between lamps. Also, on top of the map when climbing walls I bump into invisible ceiling, I'd prefer some visualization of it, like where it is roof or spikes there.
  • Some checkpoints are invisible. I was never sure where I'll be respawned. Luckily, more often it happened where it was really necessary and not only on the visualized checkpoints. In general invisible checkpoints do a good work, I just didn't get fully the system of mixed explicit and implicit checkpoints.
  • It was a great surprise to me I can dash and shoot vertically! I almost gave up proceeding just because I didn't know I can dash in other directions. Maybe I missed tutorial message there? I discovered it by accident trying to push black boxes (they look pushable) to unlock passage. Also, dash doesn’t move without pressing arrow. What is the purpose of it? Maybe invulnerability? I didn't try it, just a guess, otherwise I wish dash by defaul pushing me in the direction of sight.
  • clock hands in the tower show impossible time:) Maybe it's part of the story, then I just didn't get it:)
  • long dialogs are not skippable before retrying battle with red


Thank you for such a great game!

Submitted (1 edit)

Awesome game, maybe my favorite one from this jam. Good mechanics, interesting upgrades and brilliant bosses. Liked the graphics too. My favorite part was the bosses, all very unique and interesting. Good challenge in the last one, the others were quite easy.

Not sure if it's like this for anyone else, but the view was off in the browser version and I couldn't see some objects, for example, the lamp that led to the first place I was supposed to go after getting the moth spell. Downloaded the game and everything was fine (the underwater section's entrance was still kinda obscure tbh).

Maybe it should have been a requirement to get the dash before one of the keys? I went to the last area without finding it and it was kinda weird to go back from there. Otherwise the items were good, didn't find one of the health upgrades but did get everything else I think.

My main problem is that you can't change the aiming direction didn't always work like it should be. I always had to let go of the attack button to make it work. There were times when I did benefit from that but mainly it was annoying. Other than that this is very well done.

A minor thing also, you can fall off this screen by climbing up the left wall.

Love the game, keep up the good work.

Developer

thanks :>

Submitted

Ha I fell off the screen here too.

Submitted(+1)

This game is very well made and a lot of thought has clearly been put into the mechanics, great job!!!!!

My only criticism is of the ambiences and music I felt were empty at times and could have made the expereince a bit more enjoyable, still amazing overall tho!!

Submitted(+1)

This game is very well made and a lot of thought has clearly been put into the mechanics, great job!!!!!

My only criticism is of the ambiences and music I felt were empty at times and could have made the expereince a bit more enjoyable, still amazing overall tho!!

Submitted(+1)

The good things:

  • Presentation generally on-point.
  • World and character design were pretty solid overall.
  • I enjoyed myself once I got going.
  • I felt moved to go back for higher % completion--which I consider to be a good sign.

The one bad thing:

  • So controller was encouraged, but my XB360 controller had some things mapped in places that were unintuitive for me and so far as I know there wasn't any instruction on where they were supposed to be mapped, so I'm not 100% sure whether I should assume a controller compatibility issue or not...In particular, clicking my left XB360 stick paused the game, which given the amount I moved it, caused...problems for a while. Once I adapted (as I hope is clear from the above) I found the game itself quite good.

The suggestions:

  • It would be nice if firing upwards kept firing direction the way that left and right did.
  • Let players know what the XB360 controls are supposed to be.
Submitted

I totally forgot to mention this: The bosses were pretty awesome.

Submitted(+1)

Is there a control scheme description anywhere? I got the dive ability but I cannot for the life of me figure out how to use it

Developer(+1)

just jump into water and use the directional buttons

Submitted(+1)

Ohhh I see, I was assuming it would be a kind of ground pound move to open up holes in the floor where applicable. My bad lol

Submitted(+1)

Alright, I finished it and I enjoyed it! I have some thoughts:

Aiming the projectiles is a bit odd, as switching directions seems to not work instantly. There were many times I jumped over a boss to hit them from behind, pressed the opposite direction to aim and shoot, and the character was still facing the other way. Maybe shooting direction can't be changed midair? Either way, that was a bit frustrating.

I enjoyed the platforming puzzles in concept, but the controls feel just a little bit too floaty and imprecise for those sections to 100% work. But you have a knack for designing them, so if you tighten up the controls a bit, those will work great!

There were some enemy placements that I thought were unfair, such as jumping up through a shaft and immediately having a thwomp descend down on you.

The final boss was a bullet hell spectacle but he can't kill you; my health went into negatives and I could just keep going and tanking damage. Was that by design?

I found the moonman, two .25 and a .5 strength upgrade and a 5 and a 10 hp upgrade. I think I missed some other optional stuff, probably even including a boss or two, I never figured out what the cyan basin was meant for. But that's the magic of metroidvanias, haha

Either way, this was enjoyable, and a pretty strong entry this jam, congrats!

Developer

the final boss thing wasnt by design, thats really weird, ill check that out but im not gonna do anything more with the controls, its too much to fix for a jam entry

also for the cyan basin you need an item hidden in the attic. the oracle also tells you your completion rate

Submitted

The only thing I can think about it, do you have death state occurring when HP equals zero, instead of less than or equal? Ah well, that's  a minor issue and I had fun playing it, I might even revisit it to find more optional stuff, so good job :)

Developer

i fixed it earlier and put out fixed builds. the issue was that the preceding boss subscribed to the players defeat event, so when that preceding boss was destroyed the event invocation caused a nullreference exception and that caused the defeat method of the player to fall apart

Submitted(+1)

Really incredible work. I am amazed at how polished your game is. Well done!

Submitted

Controls felt a bit off, but this is a great game overall. One of the best of this jam so far