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Zooratory's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Design | #44 | 2.846 | 3.600 |
Presentation | #53 | 3.162 | 4.000 |
Overall | #61 | 2.727 | 3.450 |
Metroidvania | #63 | 2.530 | 3.200 |
Enjoyment | #71 | 2.372 | 3.000 |
Ranked from 5 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Engine
Unity
Team/Developer
Kezhaar - Mop'
External assets
Corgi Engine
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Comments
Ohh another Corgi Engine. That's the same asset i used to help program my game! It's interesting to see the different takes with the same engine. I feel like they both are different games in their own right :)
Good game, but it seemed platformer orientated rather than metroidvania (as much as I played, but had i been a better platformer perhaps I would have seen more metroidvania elements).
Hard as nails! Those spike on a wall block you can just touch and die :'( So many death, very mario maker-esc. I got the first key and ended up trying to backtrack to see where it went and ended up trying to cheat and going the level section which I found on the pause menu (when looking for a map) and tried to load it in case it magically could warp me back to where i could use the key! But no dice, I had to quit.
Enjoyed what I played, just hard as nails. Spritework/tilework and audio were all lovely and even the level design (although incredibly difficult were still fun/challenging). Kudos!
Thanks for your nice comments !
First time using Corgi, it was a great asset to work with. Nice catch for the menu, I forgot disabling it.
I didn’t want to mess with too much complicated sutff, so I kept only the basics of platforming, yes. The metroidvania side is in the progression, nonlinearity, exploration, finding items to unlock new zones, and backtracking.
Well done on getting a key ! It’s so nice to have your feedbacks !
I like the style and the music, but damn the game is hard! I almost had the feeling I didn't quite understand the controls. A little bit more information on how to play would have been nice. Cool entry though!
Yeah, maybe not the smartest choice, but I usually tend to make very difficult games during jams. There’s some kind of sick pleasure to it I guess.
The game is quite basic in his mechanics (since his creation was mostly for learning purposes), that’s why I didn’t fell the need to give further explanations and the tough challenge it represents is pretty much all it has to offer as a memorable moment for maybe the few players who could finish it.
There’s nothing more than a jump button, with two features, double jumps, and wall jumps. Neutral vertical jump is quite usefull in a lot of situations, having a good timing on the second jump often make the difference to reach long ranges. There’re a lot of setups to discover, making it safer to progress, but a lot of die and retry to learn.
Thanks for your comment!
Thanks for the explanation! It is an interesting choice to make a very hard game, that is almost a genre by itself. I will give it another go :)