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A jam submission

FlareborneView game page

An Undead travelling the cursed land, for the quest of death.
Submitted by Jatin Rathor (@slydeets)
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Flareborne's itch.io page

Results

CriteriaRankScore*Raw Score
Presentation#24.4174.417
Design#163.2503.250
Overall#163.2503.250
Enjoyment#212.9172.917
Metroidvania#332.4172.417

Ranked from 12 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Engine
Game Maker Studio 2

Team/Developer
@IcyAuk /@JatinAT/@Matin

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Comments

Submitted(+1)

I really liked the graphics. I also wish that there were checkpoints, since restarting after dying to the boss is annoying. Other than that, everything felt good, and the boss looks cool.

Developer

Thanks for Playing and your feedback!

Submitted (1 edit)

I can't figure out where to go after opening the gate. What am I missing? Edit: I didn't realize I could dash.

Submitted (1 edit) (+1)

Game looks really great and feels pretty good too. Has lots of initial "wow" factor. Here are a few thoughts.

1. Some of the level design could be changed for the better, like the jump where if you miss you have to start over at the beginning of the level. No one wants that. Another example: paths of collectibles down blind jumps right into enemies.
2. In-game guidance of controls would be greatly appreciated. 

3. No saves and no apparent way to regen health made it very difficult to progress. 

I agree with the others that this game looks fantastic (and feels pretty good too). Would love to play an update with some of the issues ironed out. 

Developer(+1)

Thanks for Playing and your feedback.

We will look into the factors you have mentioned here in the next update. Stay tuned! 

Submitted(+1)

Oh, one more thing! It gets a little disorienting the way the camera moves exactly the same speed up and down with the jump. I would suggest adjusting that. It was the only visual thing that didn't sit well with me. Game is gonna be great. 

Developer

Okay, Noted!

Submitted

really enjoyed this game , the player controller is great,  coyote time would be a nice addition ,  also there were 2 "bugs" I found the first is that if you are facing right on a platform and quickly move left the player falls trough the platform, the other thing is that on the second area on the area above  the entrance the player can fall behind the level and a restart in needed. but other than that i love the music and art and I am following to check out future updates



Developer

Thanks for the feedback & playing!

We will address these bugs in the upcoming update

Submitted (2 edits) (+2)

Very appealing graphics and sound, superb!

I went throught up to the first boss, Idk if there is more content, I wish there were, but the drastic lack of checkpoints or other ability to save progress or heal lead me to give up after defeat from the boss. I even noticed grave stones they remind me it can/should be a checkpoint, but I didn't manage to activate those.

The sword attack animation is nice but it's frustrating to see your sword go through the enemy and doesn't hit it. My guess there is some inconsistency in colliders. I also couldn't collect droplets in some cases while actually being over them. This is the only thing why I tried to avoid battles, otherwise I'd prefer to combat, in other regards combats look just fine.

Little droplet enemy is too cute to be evil, it has the same color as mine and I thought it is my friend:) This led me to some confusion of understanding who am I: either blue flame or water? Why am I blue if I'm flame? Might be it's just me looking for some logic explanation:)

In the first location I bumped into invisible wall on the right in the room above exit.

Moving between locations respawns drops and I can collect them infinitely just by walking from one location to another in a loop. But in general I don't understand why should I collect them and I stopped to do it.

I liked flying stone enemy, it has cool hit animation

Very nice music and sounds! Great presentation in general, I think it has big potential.

Developer

Thanks for playing and your in-depth review!

  • Yes, we are making those statues as a checkpoint in our next update,
  • About the flame thing, as player is undead. that's why he is blue. because in most of the world blue flame denote souls and dead.
  • That soul is also a currency in the game. So, all enemy drop them as a currency.
  • We have looked in the player and weapon hitbox and will give proper fix to this in the next update.
  • The flames reappear when you switch room, well that's a bug left from our side. will be fixed in the next update 

Thank you for your in-depth input, kuzuma, it helps us a lot.

Regarding the invisible wall, it's an overlook on my side. Expect it to be fixed ASAP.

Submitted(+1)

Looks amazing, one of a few entries in this Jam that made my jaw drop playing it... The mechanics of movement and fighting are spot on... Mele based combat is so hard to get right and your team absolutely nailed it, I had real fun  dodging bats and hitty rock monsters.

 I wish I was good enough gamer to complete it. Hopefully after the Jam you might add some checkpointing.. even if it's an explicit easy mode, as I really want to see the conclusion.

Submitted(+2)

The best looking game with original graphics in the jam so far! The controls were also very good. The biggest problem was no apparent source of healing and having to restart in case of death. The boss also didn't seem to telegraph its attacks at all but I was able to beat it with brute force. Some nitpicks too:

-Some background objects in the beginning looked like solid objects.

-The upper part of the player hitbox was at such a low point that I just went through the pickups at times. Though the pickups seemed to do nothing at this point.

-The platforms you could go through made the character twitch a little.

Hope this project is continued!

Developer

We will update the bugs you mentioned in the upcoming release after JAM.

Thanks for playing & your review, we really appreciate that

Submitted(+2)

Wonderful art! Sprites were charming and well done. That (first?) boss was also REAL nice looking. The music was pretty nice although it got a bit repetitive after so many deaths lol.

A few things:

The switches were not intuitive to interact with. I figured out only that I could attack it by complete chance, and the hitbox on it is a bit too strict, since I tried striking it a couple times and it didn't activate. Some things I couldn't figure out at all, like the opening has the gravestone that asks "Behold Cursed Lands?" but doesn't seem to do anything at all.

Dying is very frustrating, I think a save/checkpoint system is essential (unless it was already there and I didn't figure it out lol) It is *especially* frustrating when you fall off a platform, since that's a one hit kill. Kinda brutal. I know you were aiming for a -borne, but it becomes a bit more of a grind to redo entire levels just to fall off the same ledge. Quite possibly the longest boss run of all. The one thing that would make it a bit less discouraging is dropping health; even if I do make it all the way to the boss I'm so low on health by that point I simply have no chance. Maybe make the collectibles go towards that? I'm not sure what they're for but that would give me a reason to actually collect them instead of dashing through the level as fast as possible just to get back to where I was.

I also had a bit of trouble because I used roughly the same control scheme (ZX+Space) for my game that also has a dash, attack, and jump, but mapped them all to different keys from you lol. Obviously that's not a real issue, I just thought it was funny. I wonder how we as devs pick the buttons we do.

Unfortunately after making it to the boss, I don't think I'm going to be able to beat it. It's simply too much to try and rerun the ENTIRE game without taking hits just to get back to the boss. Death truly did await. 馃様

Developer (1 edit) (+2)

Thanks for Playing! 

We got what you are saying, the end submission was a bit rushed at our side. That's why some small changes left to do like Checkpoints, Health Potions, GamePad Config. Really liked your Indepth review. We will update the other things too after the JAM . Again thanks for Playing!

And the area is called The Cursed Land that's why that box was there

Developer(+1)

Hi We would like to clarify that don't use gamepad as there was some error in it and keys got messed up!

Submitted(+1)

What I liked

  • The art looked fantastic! I loved the animations of the enemies as well.
  • The music meshed with what I was seeing, make the experience cohesive.
  • I loved that you added gampad support. Unless the game requires a mouse, I wish all MVM entries would provide gamepad support. Just feels more natural.

Feedback/Suggestions

  • The thing that sticks out to me the most is actually the gamepad controls. Specifically using the D-pad up as jump and the button that usually jumps in most games is actually attack. Not only is it counter-intuitive, but running to jump to a platform requires a rolling your thumb on the d-pad from forward to up. It doesn't feel as natural as it could.
  • Dying starts you at the very beginning which is very frustrating if you've made progress and put a bit of time into the game.


Overall, its cool entry with some potential for post-jam work, if you that's something you all intend to do. Congratulations!

Developer(+1)

Thanks! for you review Dan, D-Pad key config was bugged somehow because of lack of time it was not fixed. We have thought of adding health potions and checkpoint in the next update after JAM, Thanks Again