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Dungeoidvania's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Presentation | #18 | 3.474 | 3.474 |
Metroidvania | #23 | 2.842 | 2.842 |
Overall | #24 | 2.868 | 2.868 |
Design | #26 | 2.789 | 2.789 |
Enjoyment | #31 | 2.368 | 2.368 |
Ranked from 19 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Engine
Godot
Team/Developer
Ruben Teijeiro
External assets
They are in the game page
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Comments
Player was a difficult to control, could not get past the first wall if spikes but , the sword swing looked satisfying, wish I could hit something with it, will give it a try again.
I'll release an update when the rating period is over. Hope I can fix some of the issues with player movement and map difficulty. Thanks for playing!
Nice game, I won't keep repeating the same thing as everyone else, but can't wait to play a version of this with updated movement controls... I also managed to get soft locked in the (first?) area with the skeleton.. possibly because I used the key from the start to open the door and fell down... maybe the keys could be coded to the doors themselves..
But other than that there is some really nice level design!
Thanks a lot for your comment. I'm currently working in a new release which I'll publish when the Game Jam ends. Your feedback is pushing me to continue working on finishing the game, or at least the first level. I'll even add a boss :D
Good graphics, music and sounds.
The character is so slippery that it's nearly impossible to control it.
Spikes are death trap, it's impossible to jump out of it.
I think it can be interesting game if character control be fixed.
Yes! Everybody is complaining about the same so I'll fix it in next update. Thanks! :)
The Choice of Assets are very good, the music enemy and player all mix with each other well.
Suggestions:
Enemy should have some hit feedback(Sound, Color Flashing on there sprite)
Player weapon was so low range.
Collision Mechanism were snappy, it took me a while to climb that first part
Player Hurt can have same invincibility frame time, like you can't be hit for a second. jumping on spikes felt so helpless and frustrating
Yes, I'll fix these things in the next update. Just learning how to improve the mechanics. This is my first platformer :)
So, I like the music and the look of the game, but the platforming is… waaaaaay too precise. I’d bias towards floaty plaforming vs this, but, if you are going to go for super precise platforming, that’s enough challenge to start with, without including spikes to dodge too, at least until later, once there’s been some time to get a feel for things.
Generally, I’d tune the jumps to use lower gravity, and if your platforming is going to be this precise, I’d use a rectangle for the character’s physics box, instead of a capsule.
In the area of animation: One cool trick I saw in a GDC video a while back is to put the attack frames out very quickly, and then to play the anticipation frames after. That forms an illusion that the character has correctly done the anticipation. I don’t always use that approach, but for a precision platformer like this, that also has combat and small arenas for said combat, it’d help.
(That being said, balancing challenge is often something I’ve struggled with myself)
I really appreciate your comments about how to improve the platformer movement mechanics. I'll consider it in order to improve the experience. Thanks a lot!
Didn't really know where I should have gone here, ended up in the large room with one skeleton and platforms but it led nowhere and had to restart several times. Other routes seemed like dead ends too. Several times I just had to take leaps of faith hoping that I wouldn't softlock or die on spikes. The edges were also very slippery. Well used assets though.
Yes, you are right. The game is not finished and it leads to death ends. I apologise for that and for sure I'll finish the game in future updates. Thanks for playing!
Really solid presentation. You picked great assets, and made them satisfying to look at and interact with. The music matched the mood quite well and the level design was really the most impressive aspect of this game in my opinion.
I think your game's weakest area is mechanical tuning. Things like slipping off of the edges of platforms unexpectedly, the slow attack speed, and spikes being so difficult to get out were a bit distracting for me.
Really nice submission!
Thanks for the feedback. I'll definitely work in the mechanics of the player. It's my first platformer and I don't really know which techniques work better. I appreciate your comments :)
The game's overall design is pretty sweet. One feedback to give is to tweak gravity to a tiny bit lower to allow me to relax when I jump because I become anxious after doing it for a while. It seems to be breaking my ability to stay immersed in the game. Other than that, I do have a goal to attain. To slay that skeleton I keep seeing deep down in the dungeon.
Hi! I'll definitely fix the player movement. A lot people are complaining and it's really difficult to control, I know. Thanks for the feedback and good luck killing that skeleton! Will post regular updates :)
Hello!
Great work! I really liked your asset selection. The music was nice and the graphics were appealing.
I enjoyed playing your game and I think I discovered everything.
Here's some feedback that might help you improve your game later. But take it with a grain of salt, because I have my own opinion, which may differ from your design philosophy.
Speaking of opinions, I'm really not a fan of using the arrow keys to move. I'm just used to W/A/S/D, which feels much more natural to me.
It also means I'm not as comfortable moving around with it. This ties directly into my next point. I would lower the gravity and make the character float a bit more.
Not a lot, but just a bit, so he'd be easier to control. I would also increase the jump height to make tight jumps a little easier.
I also noticed that you are using a capsule collider. I prefer box colliders so you don't slide over edges when you barely do a jump.
Also: Have you ever heard of "Coyote Time?" It's a very useful tool that makes jump'n'runs feel much more responsive and forgiving.
I liked that you can jump on enemies (at least the slimes) to defeat them. I actually preferred this method, as melee attacking "stunned" me for too long.
A single weapon swing instead of two would reduce the commitment needed to start a fight, and the fight would feel much more dynamic. Maybe give the player a little bit of forward movement to make it feel more dynamic.
I would also add a knockback effect to the enemies.
Anyways, keep up the good work and you will be improving very soon :)
Thanks for the feedback. I'll definitely improve the mechanics in future updates. I'm still learning and this is my first platformer so I appreciate all these suggestions :)
When you fall in a spike pit, you loose control of the character and just sit there watching her die.
I wish it would be a little easier at the beginning, so I could explore more. It looks like you put a good amount of effort in level design!
Yes, I'll definitely make it easier as a lot people are complaining about that. Thanks!
What I liked
Feedback/Suggestions/Questions
Overall, the game looks great and I think if you choose to work on this post-jam, you could really polish this up. I look forward to future entries from you and congratulations on making your first metroidvania!
Thanks for the feedback. I definitely have a lot stuff to improve in the game but didn't have enough time. I think I'll release some updates considering your suggestions. I like you are a Godot fan as well :)