Skip to main content

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

Ruined ChronicleView game page

Descend into the Abyss
Submitted by Nik Mirza (@windastella) — 6 hours, 45 minutes before the deadline
Add to collection

Play game

Ruined Chronicle's itch.io page

Results

CriteriaRankScore*Raw Score
Metroidvania#123.8463.846
Sensory#243.0003.000
Overall#252.9542.954
Execution#252.6922.692
Enjoyment#282.4622.462
Relevance to the theme picked#312.7692.769

Ranked from 13 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Theme Chosen
Metroidn't, stick to the basic. In waking trends to find new way, we need to review back what make Metroidvania hit. And 20XX.

Engine
Godot

Team/Developer
Nik Mirza

External assets
OpenGameArt

Reference info
Twitter @windastella Discord venty.

Leave a comment

Log in with itch.io to leave a comment.

Comments

Submitted(+1)

This was a fun little adventure. The map was big but fairly intuitive, the save points were obvious, power-up usage was clear, and I really liked the light/dark effect you had going on at the bottom level. The vines dangling around after being cut was a nice touch too, and the enemies being burned by light sound effect was surprisingly satisfying.

Some areas where I struggled:

- I won't mention the stickiness of the wall climb cause everyone else already has, but I found the wall jumping itself to also be a bit awkward. It took me awhile to get used to just pressing jump while touching a wall, I'm used to there being directional input as well. It also didn't always feel consistent, especially after getting double jump.

- The murderous falls at the beginning felt kind of punishing. I get why they're there, but I'm told that I'm supposed to descend and the first few holes I try to go down just kill me on landing. Some sort of indication or warning that these are danger holes would have felt better.

- A bit of a nitpick, but having villager dialog remain on the screen even after you've moved away or changed screens was a little annoying. I'd consider either having the dialog box auto-close if you get a certain distance away (and maybe have some sort of indication that there's more that the villager was going to say) or just stop the player from moving while speaking to a villager (and don't place any enemies nearby). This was particularly jarring in the final room where I was trying to talk to a villager while avoiding a slew of bats (I didn't know the light would kill them instantly yet).

But overall it was a short and sweet adventure. Running through the game felt good for the most part and I never got super lost. Enemies were dangerous but not too difficult, and there were a few touches that surprised and delighted (the vines, the light in the darkness). Good job!

Submitted(+1)

Fun entry! Definitely a challenge!

-I enjoyed the camera distance. Entities weren't too small or too big, I think you hit a nice sweet spot.

- the variety of abilities was neat! It's been mentioned, but the wall grab was a bit sensitive to my tastes, though it did help for exploring deep down and making risky drops to explore down in the pit, so I see what your intent was for them and it makes sense

- movement felt tight, jump was really readable, and just traversing areas felt good and was fun to explore. Great work!!!

Submitted(+1)

This is a great start, which I would be excited to see after a little more polish goes in. The level design and abilities are solid, though as others have noted, the climbing gloves make you stick to the wall to easily, and don't really allow upward momentum. I would also love to see some knockback added to the enemies for combat, so that each hit feels more satisfying. The focus on mitigating fallback to be able to continue deeper into the world is a really interesting and exciting concept, but I think you will need to do a slightly more structured tutorial to teach this to the player. I can see the beginnings of a really interesting game here, so I am excited to see how it develops in the future!

Submitted(+1)

interesting game.... and a lot to like about it... as others have said the climbing gloves felt a bit annoying as brushing against anything put you into a really slow slide down which meant where you were trying to jump to a specific spot or get away from those pesky birds, it felt a little "sticky"


Apart from that an interesting game with good mechanics, that could be tweaked a little but form the basis of a nice little metroidvania :)

Submitted(+1)

Pretty nice proof-of-concept Metroidvania. The Metroidvania aspect was executed well with all the exploration and decent level of non-linearity/backtracking involved.

The fall damage is weird, you die if you fall TOO far but you can also kind of negate the fall damage if you jump immediately after hitting the ground? Also agree with what Aria said about climber gloves, I would've liked it if you had to "grab" the wall by holding an arrow key to climb it or something. 

By the way, you can extend the double jump by double-jumping onto a wall to grab it, then wall-jumping, at which point your air-jump is refreshed. Not sure if that's intended.

But honestly I think what you've got right here is perfectly workable. Good work.

Submitted(+1)

Pretty fun overall. The art style is cute and feels consistent. 

Some thoughts:

- I agree with what others have said about the fall damage. Seems strange especially to have 2 instant death pits at the start of the game. 

- The SFX could use some work. I'm guessing these will be overhauled if you continue with this project. 

- I couldn't get the climber gloves to work. I seemed to grab onto every surface even when I didn't want to and it made the platforming clunkier. 

Nice job.  

Submitted(+1)

Fall damage in a metroidvania is just not fun. Every drop felt like a gamble and it made me hesitant to actually explore. The gloves would probably feel nicer as a way to avoid fall damage if you slid down faster while wall clinging the current speed feels like it brings you to a complete stop and you have to constantly move off and back onto the wall to fall at any reasonable speed which also feels risky. But honestly, I'd suggest just making the first upgrade negate fall damage entirely and giving the wall cling and wall jump at the same time.

Player health is so low they might as well die instantly, and if that's what you want I'd suggest ditching the death menu and just having them automatically respawn because as it is I got frustrated quite quickly.  Enemies could use telegraphs for their attacks and it would be nice if they had knockback when hit, since without that you need to kite them and there often isnt enough room for that. They'd also hurt me during their death animation sometimes.

Platforming also felt quite janky to me, could use some coyote time. I'd also perfer Z to jump instead of space but that's just preference.

I encountered two bugs while playing, firstly the camera would sometimes not follow me when I moved to the next room, which killed me on at least one occasion. It seemed to mainly happen if I went slightly into one room before moving back into the previous one. The second was just an audiovisual bug, sometimes when dying the healthbar would glitch and show a bunch of extra hearts while playing the hurt sound repeatedly.

As far as the themes are concerned, I really can't understand what you were going for with the Metroidn't theme, and for the 20XX... are the random streetlamps supposed to give me modern vibes? Because they mostly just feel out of place.

All that said I can still see the makings of a good game here. You clearly have a good grasp of what makes a metroidvania, it just needs more work on the execution.

Developer

I agreed.

I started the project last friday without any theme in mind. But at the current state it is a basic template for a metrodvania. The theme are arbitry, the 20XX is because of the post apocalypse city scape.

So about the fall the damage, I want to start the player without what you typically started in any platformer which is the fall damage. So the PC is weaker than most PC in other game. I guess it wasn’t a popular choice for a platformer.

So the level design is heavily based on fall damage mitigation. And the target is make the player felt the progression from dying of fall damage to be able to not care about it.

Yeah, the enemy is afterthought.

Also LDTK is the GOAT for level designing a metrodvania.

I like you critical view on this.

Submitted (1 edit) (+1)

By the screenshots alone, it looks interesting
Edit: Fixed my browser and played it. 

Nice premise, but since there is fall damage and there is no way of knowing  what's in each pit while needing to dive in blind, even with the gloves, fall deaths become frustrating. Aside from that, nice platforming.

Developer (1 edit)

I guess HTML5 wasn’t the best way to play this. Try the exe if you are on windows.

Submitted(+1)

Cool submission! I like how thematic the experience is. It reminds me of the vibe celest gives which is really well done. I'm really bad at metroidvanias and kept dying at "easy" jumps, so it would be really cool to have slower but safer options for travel so I can play even more!

Developer

They first 3 jump screen was there to only show the limit. After that you, it should be easy due to power-up and such.

Developer

Here the playlist I heard while while making this game. A month of just hearing the same playlist.

https://youtube.com/playlist?list=PLVdPMheWiBxHfIrr58diFVwVhgX7ipo9Y