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Shadow of the Serpent Lord's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Metroidvania | #5 | 4.138 | 4.138 |
Design | #6 | 3.759 | 3.759 |
Enjoyment | #9 | 3.724 | 3.724 |
Overall | #9 | 3.897 | 3.897 |
Presentation | #19 | 3.966 | 3.966 |
Ranked from 29 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Engine
Unity
Team/Developer
Alexander Kazazis (just me)
External assets
Music by Joshua McLean & Tony Longworth; font by Hewett Tsoi
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Comments
really cool game did not beat it yet but I will give it another go, really well made, I love the retro vibe i got when playing it for some reason it reminded me of paying those old school coin op arcade cabinets loved so much but at least now i don't have to feed the game any quarters !
Thank you for giving it a ahot! Gld you enjoyed. :)
This game has a lot of work! Congratulations!
Thank you so much for checking it out!
I loved the mechanics and the map. The way the player acquires new skills is really funny and the game difficulty is good enough to have a great time playing. Good game!
Thank you for playing and leaving your feedback!
I think the presentation is great and the sounds are nice. I also like the story and the text chat boxes. Certain jumps were a little strange, especially those with the ceiling above the player. The combat was nice, and I liked the enemy variety. To nitpick, I wasn't really a fan of the serpentine sigil as I ended up having to circle the first area over and over to find the 15th sigil which was in a pot or something. I also think the movement was pretty stiff. I also think it's a little difficult to find yourself in the world as a lot of areas look similar.
Overall though, awesome work :D
Thanks so much for playing and leaving detailed feedback!
Note that there is a map just in case the player gets lost (but the game doesn't explicitly mention it except in the instructions).
Thanks for letting me know about the map, didn't see that! thanks!
That's a really good one! Aesthetics are pretty nice despite being kinda simple. the sound effects were a little too loud at first, and didn't feel like they fit the music at all, but I ended up getting used to them anyway.
Control scheme is really not my cup of tea tho. I'm personally really unconfortable with both shift and spacebar, so I probably struggled a little more than other people while playing this. Still, this is more of a me issue anyway. With that in mind, the character actually controls really well, the moveset is overall pretty fluid and fun to mess with.
I also really like the little story, it is pretty fun, and quite creative.
That said, now I guess I have to adress my nitpicks, and... oh boy...
First of all, the level design. It is actually very good for the majority of it, I don't have a lot of critiques on that area, the only thing I have to say about that is that it had quite a few blind jumps and "blind dashes", if you know what I mean. In fact, the very first jump on the game is already a blind jump. I also felt super lost for most time, I swear as soon as I picked up the double jump I had absolutely no idea where to go, and no joke, I think I took around 10 minutes or more to discover the way to progress on the middle of all the chaos. (Altought that was kinda my fault too, since I was just dumb and forgot I had a map to look into until I was already near the end of the game, wich would have helped, but still, having a more intuitive dungeon would have been nice)
This game is also really hard, and not in a good way at all. I myself am usually the kind of person that really enjoys and activelly looks up for more challenging games, but this one here was actually very frustrating.
First of all, laser eyes. No offense here, really, but those dudes were the single most annoying enemy I fought on this entire jam so far. They shoot super suddenly, with absolutely no telegraphing, have the fire rate of a machine gun (not really, but certainly felt like it), their lasers are way too fast and way too big, and the big majority of those guys are around pits of spikes. I lost the count of how many times I got hit by one of those lasers, fell into spikes and died, not to mention how much times I got hit by them while I was just trying to wander around and find my way to go, get comboed, die again, and go back to the last checkpoint. Those guys alone almost made me drop the game before finishing, thanks god I remembered the minimap existed at that moment, otherwise I wouldn't have pushed throught. Those little devils really doesn't tie well with how the game plays, they feel out of place and like absolute cheaters.
The Boss on the end isn't nearly as problematic as the laser eyes, but he also didn't feel really great either. The only thing I can really point out about what made this guy feel cheap is that, despite my sword being able to destroy projectiles, his bullets in specific had a destroying animation, and for some reason those bullets still can damage you while they are playing that destroying animation, wich feels super unfair as well.
And lastly, a really tiny thing, that is actually almost irrelevant, it doesn't impact the gameplay nearly as much as those other two things, but the little bomber lizards can still throw their bombs even while they play the hurt animation. This is not a huge issue, since they still telegraph the bomb throw before I hit them, but I'd expect that if hitting them cancels the telegraph animation, it would cancel the attack itself too, so I took some bombies on the face that also felt a little cheap.
Don't get me wrong tho, this is still a really good entry, and it's very fun when there are no laser eyes around. I just really tought it would be good to take all that off my chest after playing this. And remenber that, as I said, I'm not much of a shift and spacebar guy, so you should probably take all my critiques with a grain of salt.
Thanks so much for your detailed feedback! Please don't feel bad about being critical; I want to know how every player reacted, even if different players had different perspectives.
I do plan to address some of the difficulties in the early game, so the ramp up can be gentler.
Shift and Spacebar is what comes naturally to me since I play with WASD. However, I can look into implementing alternative control schemes in the post-jam edition.
As for the laser guys, I will think about some ways to nerf them. On the other hand, I kind of enjoy having enemies around that annoy me. :D
I actually have a quick question: what are your preferred keys for a jump and a dash move? I will likely implement some alternatives after the ratings period.
I myself usually like playing platforms on arrow keys, and using ZXCV (or any button above them near that area too) for actions.
Thank you!
I really enjoy the story and art of the game. It is all cohesive and interesting and just works. Same with the way you obtain new abilities. It just all feels very diegetic, which works great. Same with the level design, it felt really enjoyable to traverse and explore. I would really like to explore it further, but just couldn't really. I bounced off the difficulty, especially the spikes. For the first thing you encounter they feel very punishing. Maybe adding some very small difficulty levels that eliminate insta kills and add more health could help. All in all it were just my personal issues with the gameplay, but if someone can get through the hard parts, they will find a great game. Good job!
Thank you for trying it, and for your kind words.
I will be making some updates after the ratings period to make things slightly less punishing at the beginning of the game. As you know, calibrating difficulty without testers is pretty quixotic. :)
Very complete and fun, a bit difficult at times, as others have commented, I would have liked to have more lives, or that when you fell on spikes it would take away a life but you would not die and could recover by jumping.
In general I liked it a lot, especially the level design. A very cool metroidvania. Congratulations!!
Thanks so much for playing and commenting! Glad you enjoyed.
Great! Animation, art, story, and level design are all on point.
A small nitpick, but some of the jumps feel tough due to a ceiling / floor block being too close to each other. There are a few jumps where it seems like I can make it, but just barely can't.
Great job!
Thanks so much for trying it out and sharing your thoughts!
The trick in those cases is to take advantage of "coyote time," i.e., jump a little too late (after you're no longer touching the block below). It is tricky, though. The game came out harder than I really intended.
Fantastic game! The art is nice, especially the derpy tongue as he jumps. The story was surprisingly touching, and I enjoyed the final boss fight (this as someone who generally dislikes bosses).
A few minor quibble about polish: there are spikes which you can fall onto without seeing them, the "coyote time" doesn't seem to work on moving platforms, and the dash cooldown isn't indicated in any way I could tell. As I say, minor problems. Overall, this was a really nice entry.
I liked the level design. It looped back on itself very nicely, and the checkpoints were much appreciated. That said, you could maybe be more generous with checkpoints early on, to help ease players in.
EDIT: And apparently there's a map screen? The level design was clear enough that I never found myself needing it.
So glad you enjoyed! I'm especially happy that you liked the story... I might do a sequel for a future MVM.
It's also gratifying that you liked the level design. I put a lot of work into it. :) I do plan to add an earlier checkpoint in the post-jam edition.
I was going for a minimalist HUD, so it doesn't display dash or fireball cooldown. But I am considering adding that.
As for the spikes where you can fall without seeing them... I think this is mostly in one or two places, and I really wish I'd caught it myself. But you know how it is, you play your own game so many times that you become blind to the bits that are too difficult or unfair.
Again, I do plan to put out a post-jam edition after the rating period, just for completion's sake. So these suggestions for improvement are always appreciated!
Wouldn't have to be UI. Just a sound, or character animation that plays when it's recharged. I believe that's how Hollow Knight handles it. Minimalist HUD is a fine goal.
Presentation side is good, i like the looks and sound side of things. I bounced off of gameplay a lot, I had unexpected spike deaths, head bumps on some jumps, couldn't get the feel of it at all, but it looks like that's just personal problem rather than issue with the game itself. Even though I couldn't get far, I think this is a solid entry!
Thanks so much for trying it out & sharing your experience! Really appreciate it.
Things I liked:
-The metroidvania theme is well applied
-The art was great
-The music was good, though it didn't fit with the environment
-It has lore
Things I didn't like:
-Spam of the breakable things, got me out of the game a little
-The camera movement is so rigged that made me dizzy, some smoothing could be good
-Falling into spikes makes you go to the last checkpoint, I think just going back to the last platform would be enough
-There was a bug with the appearing platforms that if I jumped just before it appeared it would send me to mars
I think the game it's fun overall, with some polish would be really good, hope to see an update :)
Thanks so much for trying it and leaving your feedback! Appreciate it.
Very nice game an very good presentation!
Thanks so much for checking it out and sharing your feedback!
Fun little platformer and nice puzzles.
Thanks so much for trying it out! :)
Fun little platformer and nice puzzles.
I loved your game but I would like that when the player falls on the spikes he does not die respawning at the beginning
Thanks so much for trying it out and sharing your feedback.
The player respawns at the previous checkpoint. When the game begins, the checkpoint is simply the start of the game, until you reach the first checkpoint.
When the rating period is over, I may go back and add a checkpoint earlier in the game.
Excellent game, played through all the way to the end and had a lot of fun!
Thank you so much for your kind words. Really glad you enjoyed. :)
encountered a bug where the game becomes unresponsive if you select credits or instructions on the main menu
thought story was nice and aesthetic works well to-its well presented especially with the font choice. also liked the idea of collecting sigils to progress
i did notice there were some blind jumps (when the platform you're trying to get to isn't visible on screen). including one right at the beginning of the game
also the platforming controls felt a bit off for me
i liked the size of the map, everything felt nice and close by while also still having a lot of different challenges to go through
would suggest some indicator that the cooldown for the fireball has finished as it could feel a bit unresponsive when pressing the button, wondering when it'll come back
anyway, it was very complete experience with a fairly large variety of abilities
Thanks for all the detailed feedback!
No idea what the story is with the bug on the title screen, but I'll try to reproduce it...
like the graphic, awesome gameplay and love that story! found some small bug (sometimes you need to jump when you are passing through those disappearing grey blocks), but overall enjoyed playing your game :D
Thanks so much for trying it out!
Good job on the game man. I really enjoyed it. For me the beginning part was a bit hard, because I fell down on the spikes quite some times. I don't know if it is me, but that part gave me a headache. Other than that everything was great in my opinion.
You managed to make enemies annoying, which is great in this type of games ( talking about to laser eyes and bomb thrower lizards ).
Hope to see more from you :)
Thanks so much!
I was very proud of the bomb thrower lizards. They adjust their aim depending on how close you are. :)
Really impressive amount of polish for the amount of time. Great job!
Thanks so much for checking it out and for your kind words!