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Ladybug Infestation's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Metroidvania | #22 | 3.636 | 3.636 |
Design | #26 | 3.273 | 3.273 |
Enjoyment | #37 | 3.000 | 3.000 |
Overall | #40 | 3.068 | 3.068 |
Presentation | #91 | 2.364 | 2.364 |
Ranked from 11 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Engine
Unity
Team/Developer
Prankard/Vandt/CrackedDome
External assets
Corgi Engine
Prizes eligibility
LearnIndie, Default prizes
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Comments
Another solid one! Presentation definitely took a big hit but i'm sure you guys are aware so i'm not gonna comment on it much- except i was a little baffled at the different ways all the areas were unfinished. But i suppose it did help make them easier to distinguish!
Also the players walk cycle was pretty wonky looking?
Anyway, a very metroidy metroidvania, for sure. From the escape sequence to the powerups! I'm not sure if maybe the final powerup or two change the pattern, but I would've like at least one of them to throw a new idea at me. The charge attack boosting you backwards was cool, though.
The actual map design was pretty solid! Some things are a little odd- i'm not sure why you can go as far into the low res area as you can on the west entrance only to get stopped by needing the high jump, and then again by a gate. Those probably could've been put further up the path...
But on the whole the map design is pretty solid with a good variety of layouts and room types. Really appreciated the hidden blocks and secrets, good stuff.
The only enemy type i had a problem with were the flying worm dudes, they probably did me in the most. Maybe a slightly slower projectile/rate of fire would've been enough? Also, all the enemies using the same, very loudly mixed gunshot sound was more than a little grating.
The charge attack is maybe a little too good, i found the basic peashooter almost worthless after getting it.
Controls are tight- they lack the polish to feel great, but certainly not bad. Responsive, for sure. It was a little annoying how quickly the camera would pan up and down when most of the time i'm just trying to aim. I'd like if that took a bit longer, or maybe had a different input like using the right stick or had it's own modifier.
I scrubbed the map to the best of my abilities but could not find what was presumably the second statue to get to the final area and beat the game. Might try to find it later, we'll see.
But yeah, good stuff on the game part of the game!
Hey, thanks so much for stopping by and your detailed comment!
I would agree that we could have created some more unique upgrades beyond the 'standard' metroid ones. Perhaps leaning more into the bug theme.
Like you said, a lot of time on the programmer's end went into getting the mechanics working properly (and maybe crunching the art at the end...)
Thanks for playing!
Very juicy game, at least regarding the mechanics. The art side of things was a bit lacking, as I'm sure you know, but the music/sfx were amazing.
Thanks! I'm happy with how the music turned out for my part.
Solid controls. Cute, well-animated player character. Good music and sound effects. Enjoyable progression of abilities. I also liked the countdown segment toward the beginning--very faithful to the roots of the genre! :)
The environment is somewhat generic--many rooms do not strongly suggest the "underground" theme.
Also, I believe there may be an error with the way the HUD displays the player character's health. I often had 0 hearts of health, but I wouldn't die unless I received another couple of hits; I think this means there was an extra invisible heart somewhere.
Thanks! I personally worked on the music / sfx and was pleased with how it turned out. I believe the 0 hearts = 1 life left was a conscious choice, but a little odd.
Thanks for playing!
You know, there's no reason it can't work that way... it's just that this isn't the standard convention.
the controls are great, i thought the wall jumping felt real good. also thought there was a good variety of enemies and areas. the flying enemies do shoot you from off screen sometimes and their projectiles are too fast to react to. some other enemies are also too fast but are predictable enough/can keep you distance. i think the clone might benefit from shooting a bit slower
also after getting an item there's no save so I'm tempted to go back to the save then continue exploring
the music is fantastic and i like how it transitions when saving/getting an item. with finished art i think it'll have a strong atmosphere
i liked the character design, just thought the walk animation came across a bit awkward
Thanks! I'm happy with how the music turned out.
Really solid entry! The weakest part is the graphics, there is no consistency, but I think the music and sound were okay.
But other than that, it had everything I expect from a metroidvania, plenty of upgrades and reasons to go back and use it for exploration, a decently sized map, good enemy variety. I think with a bit more polish in gameplay (some jumping values, feedback on actions, and some enemy balancing) it could be really great!
Yeah, unfortunately, the time strain really affected the graphics. It became more of a just try to get it out so that we had something to play. I appreciate the feedback. Thanks
This is one of the better games in the jam. The platforming feels good, it has varied regions, a functioning map, and good sound.
I found the shooting a bit frustrating at times with locking my position.
Also I had a few bugs related to health, where my health bar was empty after respawning, or missing a heart later in the game.
Overall though it's really good!
Thanks for the feedback. Prankard worked really hard to remove all the little bugs. Unfortunately, it looks like a few got through.
Thanks for taking the time to post feedback. I’ll have a hunt for the health bug soon and try to get that in the next patch.
I have really mixed feelings about this entry. The music is lovely, character controls okay and i like the feel of the gun. There's 0 art direction, it looks like a mashup of random assets (honestly I liked it better on your progress vids on discord). Enemies are very tough to fight against, mainly because projectiles are very fast and are the same as player's and also they act very fast. I got to the area where you get spring shoes and i felt like it just made the game so much harder, normal jump was okay but super jump was floaty and without variable jump height, super difficult to use for normal gaps. Overall a decent game
Appreciate your feed back. Thanks