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Death by Death's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Enjoyment | #4 | 4.000 | 4.000 |
| Metroidvania | #4 | 4.194 | 4.194 |
| Overall | #8 | 3.938 | 3.938 |
| Design | #9 | 3.722 | 3.722 |
| Presentation | #22 | 3.833 | 3.833 |
Ranked from 36 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Engine
Godot Engine(3.5)
Team/Developer
Käselord
External assets
Wolfgang Amadeus Mozart: Mass Kyrie, 1. Kyrie, 2nd Kyrie Eleison, Introitus, Lacrimosa, Dies Irae, Domine Jesu, Antonio Vivaldi: La Follia, Ludwig van Beethoven : 7th Symphony, Verdi : Dies Irae, Johannes Brahms : Hungarian Dance, Erik Satie: Gnosienne 1 & 3
Prizes eligibility
Just the base prizes
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Comments
Fun to play and cool background story
Finally got around to play this entry! I must say that there are no bits that stood out as incomplete or not fitting into the game, it feels like polished, final product, I don't think I can say the same about any other game I've tried. I had some issues with jumping kept moving sideways after i'd tap a direction just once, but there weren't too many situations where that'd be an issue, this game is certainly more combat focused than platforming focused. Bosses were definitely the best part! After seeing others play the game I went and chased all optional bosses to try myself and they delivered! One design choice that I found questionable, was the ability to melee and range attack at the same time, don't get me wrong, it's not bad, but at that point you could've put that as part of the same normal attack, because from optimal play standpoint there's no reason not to spam both at the same time. Buuut I'm nitpicking, game's super solid, it was fun watching it evolve over the course of this jam. Hope to see more awesome games from you!
high level of polish, a lot of variety, an entire 30 minutes of playtime, theres not much to criticise, aside i guess the weird difficulty of bosses (every fight is either easy or hard, no in-between, the bird boss doesnt count)
you can 2 cycle the scythe if you jump over its blade attack
also i think i figured out the graveyard wrong warp, it always occurs during the fade screen transitions
lack of iframes was already mentioned so i wont elaborate
and then i wrong warped past dark-2
..and you were right, the bosses are much easier if you just stand still
i am not going to sort this thing just have it raw from notepad
Good job. This was a very interesting game.
yo look guys it's the funny Kase game!!!1!
Not gonna lie, it feels pretty awkward to write a serious review for this one, but I'll try x)
First of all the game is really pretty, it certainly has it's own style, and the music you chose also gives well the vibes you wanted to give, despite me memeing about them a lot on the server. The gameplay is also very fluid and feels great to play... For most of time.
I think my biggest nitpick I never really noticed until you added the more bullet-hellish bosses is that I have very little air control. Like, if I jump while moving and just release the move button, the char will keep on going until I press to move to the opposite direction. This doesn't impact gameplay so much at first, but when you have to do some more quick acrobatics to dodge something it can really screw you up sometimes.
Speaking of the bosses, they really aren't bad bosses at all despite all my personal biases you're already tired of hearing me damping on discord, but the Pufferfish and Mr. Death in specific are 2 that feel very out of place on this game.
Firstly we have the pufferfish, whose sin he commits is being a super spammy boss the more you do damage on him, not to mention there is no clear telegraph for when he's gonna shoot spikes or not so there really is no way to defeat him properly witouth just standing on the corner and slowly shooting knivies at him wich I personally don't really think is super fun. It also kinda gets dragged down a bit because of the sluggish water movement, it really doesn't tie well with how fast the boss expects me to be in order to avoid both his spikes and himself, specially when we consider there are no variable jump heights, so I'm always either on the floor or on thr roof, no in-between.
Now Mr. Death Funni Dude is a boss that I think looks like would be amazing if he was in a game properly suited for bullet-hells, but this is sadly not the case. As mentioned before, the player's hitbox is way too big to actually fit into most of the bullet gaps, and the controls thenselves are also not tight enought to allow for proper precise dodging, idk if you noticed on the video I sent on discord, but I got hit quite a few times due to the char's deacceleration being too weak, and the strong knockback + kinda too few i-frames also allowed for me to get ping-ponged between bullets. It also really lacks some telegraphing, There's no way for me to react to some of his patterns on time when I'm too close to him.
Okay I really didn't want this to become a Boss review essay, but I just went with the flow of what I was writing and it just ended up becoming one lmao.
Anyway, still a gud game, a honor to be on so much of the credits despite not even remenbering having helped that much xD
Nice, you did a great job choosing a scope and sticking to it. I'm not a game designer, but I'll leave some comments below (I'll mention that I played on keyboard):
Good:
- Atmosphere created both through consistent art style and music (always love some classic orchestral)
- Boss fights were fun
- Getting upgrades felt rewarding
To Improve:
- Minimap?
- I found the transition points between screens awkward and jittery, especially when jumping up using the booster jump
- Some of the font text is hard to read
:)
The text being unreadable might just be the font itself, or a bug where the top part of the letter gets cut off. Either way, thanks for playing!
Very well done! Only a few minor points of feedback:
The bosses were absolutely the highlight of the game, so here are some notes on them:
bosses that mostly spawned enemies were disappointing, most of the enemies aren’t varied (charge at the player) so the player’s response is usually the same (move back and swing)
The Bird boss was easy to cheese by standing in the doorway.
Being able to walk around and just encounter a boss was nice. I’m not sure if you could do bosses out of order, but it felt like you could, which is arguably what matters.
Tophat boss was a bit difficult at first, being how large the player’s hitbox was (this man is practically a zoner), so i was pleasantly surprised that i needed to apply actual spacing strategy to best his first phase. The same cant really be said about the second, it just doesn’t feel like there is any way to dodge the attacks aside from hiding in the corner where the bullets hit the wall. The 3rd phase, however worked nicely, especially with the new bullet type.
Overall, a very well done entry, and has me excited for more boss oriented entries in the future.
Oi, thanks for taking the time to write that out! The player control thing is mostly caused by no decrease in the x velocity mid-air. And yes, you are definitely able to fight bosses out of order. About the final boss, the 2nd phase is kind of hellish, but it's made with small gaps in mind, so you can literally sidestep most of it, which would be something you'd learn, bit unfortunate that it didn't apply for you. Thanks for playing and the detailed comment. (Your game/demo is absolutely lovely by the way)
Fun. There is something surreal about playing as a fire ball shooting panda accompanied by Mozart, Beethoven, Brahms, Vivaldi and Satie.
Lol, thanks for playing, but it's actually a knight not a panda
This game is really fun, and I liked the bosses. The art is pretty nice and simple. The bosses are great and the music adds the perefect tone for it
I love this game! A lot of original bosses and nice graphic :D Map would be useful but still the game is great!
Yea, I ran out of time and/or motivation for a map unfortunately, but thanks for playing anyways!
Those boss's are a bit hard loved it. Great controls nice blend of colours and gameplay once you get used to the jumping between platforms. You've done an excellent job there.
Thank you so much for playing and the positive rating!
This was so much fun, I beat the game with 1HP left! Excellent work, The use of classical music was really well done. I especially like the jumping "bodyslam" animation, very cute. Another note is its awesome that your bosses have multiple phases
Things I Like:
Things I Would Change:
Broken Stuff:
Hey, thanks for playing, but could you tell me where and how you clipped into wall(s)?
no, I don’t recall, it acted like a physics glitch, not a missing collider.
Oh you really got me with this music. Solid work on the sound in general (even though the sidechain on music is a bit too noticeable. I had fun!
Awesome metroidvania!
Great feeling with the double jump and sword shooting. Juicy stuff!
So many unique monsters and bosses. All behaved well too, as far as I could see.
Three things I noted:
1. Would have been nice with some boost upwards or something when you jump up to a room. The screen transitions are a bit back and forth now, made me a little dizzy.
2. Some areas felt kind of empty, no enemies, just an empty room.
3. The jumping was a little weird to me. I'm used to the character stopping the horizontal movement as soon as I release A/D, but here it kept moving in the original direction until it landed. I got used to it though.
Awesome entry, well done!
That worm following me before last boss, goodness. He was not very friendly! :D
Cool with the slow motion zone.
Hi I am still playing grate game I can finish it right now but I will later and do my rating, I am dedicating my time from now to the next MM game jam to learn godot 4 and 1 bit pixel art . I checked out your repo . did you use godot 3 or 4 to make this game ?
käse used godot 3
Indeed, I did use godot 3, although that was only because gd4 wasn't out at the time and I did not have the time to convert the project, I am using godot 4 as of right now
This is a straight up awesome game. The only thing which was a bit awkward was the movement in the platforming parts of the game which felt a bit floaty. Respect for making the game as a solo dev.
Ah thank you. I've gotten a lot of comments about the controls, will defiitely take that into account in my next game haha!
This actually feels like a metroidvania, the music choice goes with the artstyle(surprisingly well) and just spice up the combat with some more attack option and upgrades; Maybe make the player move faster and feel more responsive; Also, remove the pufferfish it just didn't feel as enjoyable to fight compared to the other but, this could just be personal preference.
The first thing that impressed me was the awesome music selection. Really gets the blood pumping.
The enemies also have really original designs--and there are so many of them, especially the bosses! Wow.
The controls are generally smooth, and the combat is intuitive.
However, the incredibly high/fast double jump comes with a certain feeling of loss of control. It's a tricky tradeoff.
Since the area is rather large (as is to be expected for a Metroidvania game), a map would have been helpful.
Also, for some reason the fonts would not display properly for me, regardless of whether I was in fullscreen mode or not. See below for screenshot:
Darn it, no idea why that text thing is happening, it really shouldn't, you were playing in browser I assume?
Edit: It' because I'm using viewport rendering, it's too late to change it now, and not too big of an issue, so I hope it didn't bother you too much. Anywho, thanks so much for playing it!
Yes, playing in browser.
It was my pleasure!
Comfy! Feels really good.