Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
A jam submission

Metroid Chicken: First ContactView game page

Chirp Them Crops
Submitted by IsThatYouNoah, Luui Art (@luui101), Trisyd — 9 hours, 12 minutes before the deadline
Add to collection

Play game

Metroid Chicken: First Contact's itch.io page

Results

CriteriaRankScore*Raw Score
Enjoyment#222.8242.824
Execution#282.4712.471
Sensory#292.5882.588
Overall#302.4472.447
Relevance to the theme picked#352.5292.529
Metroidvania#351.8241.824

Ranked from 17 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Theme Chosen
Infiltration (I wanted to make a metroidvania game where you explore and discover without direct control)

Engine
Unity

Team/Developer
3 (mostly me, but credits for some super cute art and nice music on the page)

External assets
This is marked Neatly on my game page description but: Assets Used Skybox - skybox.blockadelabs.com/ VFX - Kyeoms: Hyper Casual VFXs vol1 Font - 1001fonts.com/nexa-rust-font.html Additional Soundtracks - filmmusic.io

Prizes eligibility
i dont think i qualify for any prizes

Reference info
hyruledefender || noahm1216@gmail.com

Leave a comment

Log in with itch.io to leave a comment.

Comments

Submitted(+1)

I really love the concept you're developing here. I love the idea of indirect control and only being able to influence. This is a really neat take on it!

-I loved the 3D aspect each of the rooms/floors had. I really appreciated the added bit of visual flair when the camera moved to sell the world you're building.

-Chickens are super cute. Fantastic idea to make them all chickens

-a tad difficult to grasp each unit's utility. I really like this concept but it was tough to know what each unit's niche/job was

I had a lot of fun with this one though, great entry!

Developer

Thank you so much for your time playing and giving feedback, it's really nice of you!!

Submitted(+1)

Fun. I think the graphics are cute. I think a tutorial at the start of the game would be really helpful to get players started. I also found some of the UI a little hard to navigate with a bunch of text blocks popping up. 

Fun, and good luck continuing it. 

Developer

Thanks so much for playing and reviewing. I'm glad you liked the art, and I get what you mean about the tutorial and UI issues. I'll try to release an update that fleshes out the experience more!

Submitted(+1)

The game is so cute, though it is hardly a metroidvania. I've had a problem with the upgrade button description flickering and the font being a bit too hard to read

Developer(+1)

I appreciate the compliment about the art! I also hear you about the lack of "metroidvania" vibes and I hope with another design pass those areas can shine more clearly. Thanks for letting me know about the upgrade tooltip, I think there's something I didn't expect with WebGL resolution 16:9 versus unity resolution 16:9 but I'm excited to patch that up.

Thanks again!

Submitted (1 edit) (+1)

It was a bit strange to control in the start and it took me some time to understand how the game worked, but once I did I really liked the idea. It just feels very unpolished at this state imo. It could use clearer audiovisual feedback, for example when there are chicks in the dark (took me some time to realize I had to always go with an explorer first in order to see anything that was happening). Maybe a few more instructions in the beginning wouldn't hurt either.
Other than that, I found the art pretty cute and the soundtrack fits the vibes very well.

Congrats on finishing the jam though! I'll be curious to replay it in the future in case you keep working on it.

Developer(+1)

Thank you for playing and giving feedback! I totally get what you mean about the confusing experience, but it means a lot that you were able to pick up what I was heading for. I'm planning to take everything I've made and take a polish pass at design, experience, and flow/progression. Thanks again!!

Submitted

Cool game but not really sure how this is meant to be a metroidvania. My biggest gripe is with how the enemies were handled as running into one didn't present any kind of meaningful challenge, it just forced me to spawn a slow moving guard and wait for it to walk all the way over to the enemy.

Developer

Thank you so much for playing and sharing your experience. I hear you!

It's currently more like if a slice of a Metroid style game was squished with all the unlocks easily obtainable. Ideally, a more full experience would include a bigger world, and these systems / mechanics being unlocked and challenged throughout that world. That being said, I get that RIGHT NOW... it's a little unclear 😂, and I appreciate you trying it anyways. I'll start thinking about how I can add more interesting enemies / encounters

Submitted(+1)

I really love the idea of not being able to control the player, but rather spawn troops you can control. I think we only saw these in 2d base defense game like Age of War, but I like this approach a lot more, and I think it has a lot of potential.

What I felt the most confused, were the roles, each chicken had. I didn't knew which could do what, so I just spawned random chickens to hopefully get the right one to do my job. And I feel like it would be a lot easier, if we dont get all the abilities from the first minute of playtime, and rather explore and use the chickens we are given at the start and then slowly over time get more and more advanced chicken.

Other than that 10/10 Game and cute chicken

Developer

Thank you so much for your time playing and giving feedback, it's really kind what you say and I agree with the feedback about how confusing the design is. I'm really excited to do a rework and make it a more full experience and if it's okay I'll reach back when I think I have it to get your thoughts once more ♥

Submitted(+1)

This is a super interesting idea that I could see being expanded into a really unique experience. The idea of slowly unlocking new worker and building types that help you further explore the world, without directly controlling the units, is a really cool take on the genre. My biggest piece of advice is that there is very little guiding feedback towards what the player should do or what they are unlocking, so adding a more gradually ramped tutorial, and adding better indicators of what caused different things to be unlocked or appear, would go a long way towards giving the player a better idea of their goals and what they should be working towards. This is a great start, so keep working on it!

Developer(+1)

Thanks so much! I really appreciate the feedback and your time playing 

Submitted(+1)

Interesting submission, didn't really feel like a metroidvania to me, I guess the definition is not really set in stone but having access to all progression mechanics from the start is probably the best i can point at.

Putting that aside, really enjoyable game. Some mechanics could use some polish or redesign, like for example digging out hole on top most layer without gathering all resources basically cuts off that resource field. I feel like explorers could automatically mark first found spot for convenience sake, they're really cheap so it doesn't feel like waste tbh and right now you kinda have to follow them to find what you want.

Artwise, chicks are cute but UI is veeeeery rough, but servicable. One major problem i had was constant flickering of tooltip on research button, trying to access it required lucky click which isn't very fun. Music was nice, I think fitting for a relaxed gameplay like this one.

Developer(+1)

Thanks for playing! Sorry to hear it was a bit frustrating to play, I appreciate you giving it a try and being so open-minded. I'll keep these in mind for later updates and future jams!

Submitted(+1)

To preface my feedback, I try to offer as much feedback as I can for the game in its current state. I also try to offer feedback that's aimed towards continuing work on the project post-jam.

I like the overall concept (it has a Lemmings vibe to it) and am always interested in different takes on metroidvanias, but I feel the execution of the project needs more work. While you included tips in game, I really feel like this is the type of game that should have a guided/scripted tutorial before going into actual gameplay. It wasn't clear enough in the beginning I think, and that will scare away a lot of players.

I like the art. As someone with terrible art skills, I enjoy different styles as long as their consistent. I feel like you all did a good job in that aspect.

The music didn't stand out to me at all. It didn't clash with what I was seeing visually which is good, but it also bring attention to itself enough to enhance gameplay. If the music is an external asset, its hard to really find a song that fits the game you're trying to make. I know I always have trouble finding music that fits with my games.

As for the theme, I really didn't see how this qualifies other than the limited vision units have.

Overall, I think you may have overscoped your project for this jam. However, I think if you spend the next two months refining it based on the feedback you receive during this jam (this may already be your intent), you could really step up the quality of your game and have a solid submission for Super MVM 20. I wouldn't add any new mechanics. If the only thing you change is adding a scripted tutorial or something that eases the player into the full experience, I think you will have a pretty cool game and its one I'll keep an eye on and if its gets more work, I will play it again. Congrats on your submission and I hope you all continue working on this. I feel like I can see what you envisioned for your project, and if I'm right, it will be fun.

Developer

Thanks so much for taking the time to play and give such meaningful feedback. I really appreciate it.
I've never heard of Lemmings before, but after looking it up I'm honored that this could be compared and it does feel like a similar experience!

You have a lot of great points, I'd like to take the time (as you suggested) to design a proper introductory experience. I had actually hoped to build the level in a format that we would unlock some tools or characters as we dug deeper that allowed us to explore previous areas... but (as with most of my jams) I'm still learning to prioritize my time properly and not get carried away with features and tools. 


Regardless thanks for everything and I'd love to do an updated version for the following jam

Submitted(+1)

No problem. Feedback is so helpful in helping us all get better. And I definitely get learning how to prioritize time and manage my scope.  Its definitely a learning process that I'm still trying to figure out lol.