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Sunrise Protocol's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Metroidvania | #22 | 2.746 | 3.500 |
Execution | #27 | 2.550 | 3.250 |
Sensory | #27 | 2.844 | 3.625 |
Overall | #28 | 2.550 | 3.250 |
Enjoyment | #29 | 2.353 | 3.000 |
Relevance to the theme picked | #38 | 2.255 | 2.875 |
Ranked from 8 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Theme Chosen
Revival
Engine
Godot
Team/Developer
Game Design: Moises Pelaez / Programming: Lam Nguyen / 3D Models: Elizaveta Tyurina and Tofi Adegbite / Concept Art: Akashdeep Hehar / Animation: Jacob Marshall / Sound Design: Oli Clarke / Music: Lachlan James
External assets
Mixamo animations for the player character
Reference info
Discord: moises_jp
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Comments
Godot gang! I'm glad this game has controller support too. Liked the animations and the player does a sick flip on the double jump, how could I not like it. However the game ran quite poorly on my end, I don't know if it's just me. And the environment was quite trippy.
Perhaps it's just me. But that doesn't prevent me from appreciating the sick flip. Nice entry!
Wow that surely look trippy. You are right about performance, there are similar feedback about it. However you are the first report with this graphic glitch. May I ask what your OS and graphic cards? Does the problem still persist after you restart the game? Does it bugged out immediately on game start or after level change?
It would be great if you answer those questions and help me find the cause. And thanks for playing our game <3
Ah the graphic glitch might be because of the potato PC xD. I'm running Windows 10 with a NVIDIA GeForce GT 710. The problem does persist after restarting, and it occurs from the moment I enter the game.
Great entry! There's a lot of great stuff in here!
- Your controls feel FANTASTIC and the feedback from the animations for what the player is doing is great. The parkour flip is 10/10
- Environment assets that were in place looked fantastic, it made it feel like a full, lived space
- I lost track of where to go next, but I had a ton of fun jumping, flipping, and shooting stuff
- escort missions with the drones are well telegraphed and a fun challenge to lead the drone through
Seriously, great work!
I could certainly understand that this is an unfinished entry, but I am very excited for your vision of the game! The movement animations are very clean, and simply jumping around and hanging on ledges feels very nice. While the 3D models are certainly unfinished, I could tell the 2.5D world and parallax backgrounds will look grand and awe-inspiring once it is all implemented. The drone follow mechanic is also very interesting, so I would love to see how it evolves and changes over the course of the full game. Overall, this is a great start, so I am excited to see the finished project in the Super MVM jam!
Well the game seens to be pretty neat for what I could see, even if it's all just dev building blocks, the screenshots at least let me see what the vision of it is going for. Altought I have to say that I literally couldn't get past the first room after the starting point, because none of the doors opened and I wasn't able to shoot by no means (I pressed pretty much every single key and nothing happened), wich is a bummer, and unfortunatelly that means that, at least for now, I won't be able to rate the game by it's entirety :(
The game also really lacks optimization, my laptop kinda suffered to run it, I was playing in like, 10 fps the entire time plus with frame drops every other double jump I did, wich considering the areas that I played barely have textures or models at all that's a very worrysome sign.
The music is a real vibe tho, for now the strongest point of it imo
(even because it's the only one that I can judge properly at this point in time lol). And silly thing, but I also love the credits window x)(I could totally try again if someone told me how to shoot tho)Hi Piellow, thanks for playtest our game.
The first area required you to go to the top left part of the map and lead the drone there to the bottom right, which there is a generator, which power up the door. There's a lack of tutorial so it auite confusing, yes.
The FPS seem like quite problematic, similar to our other feedbacks, we will work on it more.
And our artist are fonna very happy with your compliment.
Anyway, thanks for your understanding and useful feedback.
No problem :3
I did escort the first drone btw, I was stuck on the bigger, more blue-ish room that comes after that first door
This is a good start . The character animation feels really smooth and the music is great. I think the styling as a 3D Metroidvania works well.
Some thoughts:
- The double jumping feels a little strange somehow. It might be the combination of delay input + the jump distance. I think the double jump to get back to the start after getting the drone was just barely in reach.
- It feels a little odd having text telling we what to do. I'm guessing it's just in development, but maybe there was a better way of conveying what the players need to do?
- I think starting the game in a bit of a smaller area might allow the player to get a feel for where to go and how to play before launching into a larger area.
Definitely keep working on it!
Thanks for playing our game and your feedback.
- The double jumping feel you mentioned is interesting, I will look more into it. The length you have to jump after got the 1st drone is definitely barely reachable. (it's just a way we want to secretly teach player that they can grab ledge, guess it didn't work so well).
- You right, we barely able to finish the level so tutorial text is quite low in priority. The sign board is a cheap and easy way to put in some instructions.
- This is good one, we will keep that in mind.