Play quarry
Quarry's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Overall | #8 | 3.625 | 3.625 |
Execution | #8 | 3.636 | 3.636 |
Metroidvania | #10 | 3.864 | 3.864 |
Enjoyment | #10 | 3.545 | 3.545 |
Sensory | #12 | 3.455 | 3.455 |
Ranked from 22 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Engine
Godot
Team/Developer
Stealthnachos
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Comments
this reminds me a lot to doom and halo with a little bit of metroid prime, nice game
thank you, that is a list of some of my favorite games of all time so i'm glad it comes through!
The graphics are nice, tho not sure what the cars are for, maybe aesthetics? The upgrade are nice too.
The sound effect are cool but it could be nice if there are background music like the one you have in your trailer video. Speaking of which, there are some part of the game I need to use the video in order to know where to progress such as the road blocking rock.
One more things, when I jump in the tunnel near the start, I get stuck in mid air like this and have to restart, probably is some collision problems.
But still, nice game!
i'm not sure what cars you mean, are you referring to the digging machines? they are just for decoration. i have not seen that bug and it's a very strange one, i don't plan to work on this any further but i'll still be taking a look to see what that was, so thank you for letting me know. i agree about music but i just couldn't decide on anything in time. the music from the trailer was one of my options but just didn't feel like it fit the game while i was testing it. there have been a lot of comments on that rock so i will definitely be watching out for that in future games, but i was kind of aware that sticking progression behind a technically hidden wall might be an issue which is why it's in the trailer (that's not a good way to handle that, but i also didn't expect it to be an issue with so many people. lesson learned). thank you for playing though and i appreciate the feedback!
Yep was talking about the digging machines
I enjoyed your game a lot, and it was great seeing such a solid Godot game that nails the theme. Like a few people have said below, the audio was also really appealing.
thanks so much, i’m really glad you liked it!
The weapon felt so satisfying to use and I particularly liked the brief recharge sound it makes when you stop shooting. Platforming also felt good and both regular jumps and double jumps felt quick and snappy, but I would’ve liked to have even one more movement ability, such as a dash (maybe it was actually there as a secret?), so that I could’ve moved faster through already explored areas.
Enemies were weird. The spiked creatures could’ve benefited greatly from having a brief death animation to signal their imminent explosion, while the plants’ projectiles needed to either be a bit slower or better signaled. A dash/dodge ability would’ve been useful here, too. However, with health upgrades being abundant, combat never actually felt too unfair.
The ability to damage slimes and the one that renders you immune to the toxic fumes felt a bit like glorified keys: they basically only allowed to access new areas without contributing to the overall gameplay (this is actually a very common trap to fall into, considering that many other metroidvanias have done this, too).
I may have sounded harsher than I actually intended to. In the end, I enjoyed playing through this and I think you really nailed the early PS2/GC era atmosphere. I know you said you don’t want to continue developing your entry, but I honestly think this is a great foundation to build upon and could really shine with improved enemies and more platforming abilities!
PS: Just FYI, even though there’s no native Linux build, the Windows one works perfectly under Wine/Proton!
so what you mentioned about 2 of the abilities being glorified keys, it is something i'm painfully aware of and do not like in metroidvania's, essentially items that have no other function but to let you progress. this was one of the only places i think i under scoped, i just didn't feel like i had the programming chops to get a nice movement mechanic in there that was polished in time, but i'll let you in on a secret. originally i had the player being able to run, slide, and then jump out of a slide for a really high jump and that was all a lot of fun and the power ups were going to consist of the slide and then the big jump out of the slide instead of the double jump and the super beam. what i realized though was that i wanted the character to be slower and feel bulkier. i had even built a jump that was totally rigid from when you left the ground but decided that was a little too punishing (i've since changed my mind on that, i think i should've kept that rigid jump). so i had built this stuff that took forever and then essentially pulled it out because even though it felt good it was outside of my intended feel and the atmosphere i was going for (because i made it before i had solidified that stuff, a mistake i won't make again). so after that, i said okay i still need to have 4 power ups or there's just not enough game and so i took the super metroid approach: varia suit and (essentially) wave beam. reduce the players taken damage, add a flag for the suit, increase the beam damage and add a flag for that. they were the two easiest and most practical to add with the lowest amount of time spent. that said, i do believe now i could have added a dash and designing the levels around it would have made the platforming so much more fun. and then with the rigid jump the dash would be even more useful, as would the double jump. anyway, a lot of words to say i totally agree and will not make that mistake again. hopefully now that i've got a much better understanding of how to make an enemy those can be better next time too. glad to know it runs on linux! next time i can add controller support and get it running on the steam deck lol. thank you so much for playing and for the great feedback! you already know but i really enjoyed your entry!
This one's one of my thematic favorites. Instantly feel the homage paid to the prime games, and I am personally a fan of the brutal combat (seriously, the timings on the bugs is near instant and I play twitch shooters). Though, I know people probably won't like that. 3D is a plus, multiple purpose rooms is a huge plus (and one of the most important parts of a Metroidvania), and I liked the primary weapon sound so much I found myself just shooting at walls while walking around. The ending sequence is cute, and I feel like overall this is one of the purest experiences in the jam. Great job!
i wasn't happy with all of the sounds, but i was very happy with the weapon sound lol, i'm glad you liked that. the combat wasn't meant to be quite as bad as it is, it was just poorly planned out and sort of slap dash when i realized my original enemy code wasn't going to work about 10 days into the jam. at that point i had to throw together enemies out of pieces (they don't even share a common class lol) and that took so long that i didn't get to balance them out. i have a very specific definition in my head of what a metroidvania is so i'm glad to hear that translated well. thank you so much for playing and i appreciate the feedback!
Really loved this one, opened up the game and I was instantly felt the spirit of Metroid Prime. This game is very juicy, love all the sounds on actions, visual effects when you shoot things, enemies dying with effects ect.
My two pieces of criticism would be I think the rooms that deal damage to you when you enter deal damage too fast, but your generous checkpoint made up for it.
And I was sad that I went to hit escape to try and pause the game and it closed, making me lose my progress. Really great though one of my favorites I've played so far!
i feel like they both deal damage too fast but also they need to be more clearly telegraphed so that you don't accidentally start burning up lol. i agree of course about the instant quit, it was on the docket to make a simple pause menu but i just never got back around to it in time. thank you so much for trying it out and for the feedback, i'm really glad you had some fun with it!
I wanted to check your game since I think we are one of the few that made a 3D entry.
When I saw the screenshots I was happy because I'm a Metroi Prime-guy. Ilove the gameplay on those games and the sense of inmersion they make me feel.
Although it doesn't feel the same (obviously I wasn't looking fwd to it) it is very interesting how in this case this sense of inmersion came to me because of the art primarily, colors are very well picked for the environment and the low poly style is very "gamecubish"
I really enjoyed it, hoping for a full version of it :)
i won't be continuing this project because the code is horrible. this was more of a learning project for me, but i'm glad you liked the art. i'm very new to 3d so i expected and was okay with releasing something that looked really bad lol, but i'm glad someone was able to enjoy it. thanks for the feedback!
Really nice to see a Metroid Prime-inspired entry!
The game's looking and sounding nice. I liked the environments as they provided a few explorable paths and took advantage of the third dimension. It was also nice to hear the saw from a distance and the sound getting louder when approaching. The rocks could have used a stronger effect when you break them with the missiles, but there's otherwise plenty of feedback and particles to underline your actions.
But the experience was overall a bit frustrating and I was sad not to finish it.
First, the Escape key does not pause the game, it closes it without confirmation... which I thankfully learned early in my playthrough.
The breakable rocks can be hard to see, which can be a nice way to encourage looking closely at the environment, but because I took some time to find them, I wasted all my missiles experimenting on other parts of the environment, to the point I couldn't progress any further. I had to kill myself using the "abyss rooms" to refill my ammo. Speaking of those rooms, I didn't understand them at first, so I died without knowing why. A better feedback on those rooms and a way to always refill your ammo would already go a long way to improve the experience.
The enemies are pretty cool, though placing the flowers near the entrances, to the player's back, feels a bit cheap. But they don't do much damage, so it's no big deal.
I gave up in the platforming section. I was often surprised by the jump distance considering its height. I often thought "no way I can make that jump" when I could. But falling kills you instantly and send you back to the last powerup you gained, which was quite a few rooms from there. The second time it happened I couldn't bring myself to retry, which is a shame because I was really intrigued by where the game was going. If you could respawn the player on the last platform with a chunk of health missing, it would make it way more palatable.
In conclusion I found it very promising, and if those issues can be fixed it has the potential to be a really good 3D metroidvania! ;)
thank you so much for trying it out and leaving detailed feedback! the biggest issue with the breakable rocks for me was that i placed them in the way of progression. i think if they had not been placed there their subtleness wouldn't have been an issue. the missile issue was something i was keenly aware of and was in the plan to eventually fix but was much lower on the list than adding a pause button instead of a hard quit, which was supposed to just be in there for me during testing, so i totally agree that both of those were big problems. first person platforming isn't very comfortable for a lot of people at the best of times but it's something i really enjoy. the jump was originally going to be much more restrictive, something closer to metroid prime actually. in that you had very little air control, but i wanted to give the player some wiggle room since i added in a death pit and then later a pit that doesn't kill you instantly but probably will kill you. i understand your critique on this part, but i think it's one of the only things i wouldn't have done differently, and honestly probably feel like it does need to be more restrictive on the air control, which i know sounds wild. i do however think the platforms should ask for a little less tight of a jump compared to what they ask for now. thank you again for this critique, i really do appreciate it! i really enjoyed your game as well!
it was a great game, i expected a boss fight at the end cuz i was constantly getting more powerful but didn't encounter anything to test those new abilities, (i think you probably planned to do that since there are extra missiles right before the end). At least more enemies in the second half would have kinda (maybe) fixed this cuz i feel there were more enemies at the beginning than in the latest zones. But the level design i think was really good, i enjoyed exploring each zone and finding secret walls to break.
PSDT: i like your illustrations a lot and i just realized it's you. Made me happy to find you here. Congrats with finishing the game.
i didn't expect anyone here would actually know about my main work lol! i'm glad you like my stuff though. yeah so with the enemies, i was not super happy with them so i did, in the second half, start to switch over to platforming challenges. the issue like you said is that you are constantly getting stronger and there's never really a payoff for that, which was super disappointing for me. i did plan to have a boss fight but did not plan it well enough and just ran into time issues with it. a shame but lesson learned for next time! i'm glad you liked the level design, that was one of the things i planned out the most so i'm glad to see it translated into something enjoyable. thank you for playing through and i really appreciate the feedback!
Really liked this one. I liked having to try and shoot the needle enemies and have a fraction of a second to hide behind a corner, it became almost like lining up a pool shot. The plant guys were less predictable, but still fun to try and run past while spraying with bullets to minimize damage taken. The only thing that stands out was that the doors and upgrade descriptions could be faster. Other than that, great theming with the abyss zones. Overall I thought it was really well done.
thanks for playing! i had someone else say that the descriptions were too slow but i think their suggestion of just letting the player press a button to move forward was really the best way to handle it. that would have let ya'll determine the pace. agreed on the doors, never got back around to fixing them. i appreciate your feedback!
Nice to see a FPS entry!
The controls are very nice and responsive, didn't have any issue with movement or platforming. You might want to add at least a blob shadow underneath the player, as a kind of visual feedback on where they would land.
Other than the double jump, the sound were all very nice and fitting, both ambiance and SFX.
The graphics were nice, and I'm quite pleasantly surprised how well the lighting and fog made the limited amount of textures work this well.
The biggest issue I had with the game, we're the enemies. Most of the plants ambush you, and the... quill armadillos? have such fast moving projectiles, that it's impossible to outmaneuver or hide from them. One advice given for ranged combat focused FPS games, is to make the enemy fire projectiles, instead of using hitscan, so that the player has the ability to avoid taking damage.
The path blocking rocks, could also blend a bit less into the environment, especially if they hide the critical path.
I don't know if there is a reason for the doors (background loading, instanciating, etc) beyond separating rooms. but if they're only there to divide space, they should open way more quickly.
That all said, would play more, with less cheesy enemies and more combat.
thank you! the enemies were not planned which was a big mistake. i was hoping that by having one big moddable enemy with a lot of different components i’d be able to come up with other enemies, but i ended up hardly being able to use the original code for them. it was a mess and it’s why i ended up using so few and started adding platforming challenges in. the doors were at the top of a priority 2 list to change because i totally agree about how slow they open. the issue is that i didn’t finish the priority 1 list lol. thank you so much for the feedback and for playing!
I enjoyed this, having the 3D and the simple controls was great. I spent about 15-20 minutes on it. I got to a point I was going back around in circles, and did not get to the point of understanding the wall grinders everywhere. I think the enemy shrapnel and type of enemies were great. It had a little bit of a half-life feel from Steam years ago. I rated it very high. It was the first game I played, I will come back to it and see if I can understand more of the metroidvania aspect to it... The health-bar/map thing on the top was a little confusing to interpret at first, maybe or maybe I did not understand it correctly. Secret doors were great!
i didn’t use half life as direct inspiration for this but i’ve played through those games so many time i suspect i will always have traits of them in my games lol. the thing on top is just a health bar and below that on the right is the missle bar, i never got to the polish stage like i wanted to but had planned to add numbers and clean up the icons for the health and ammo. c’est la vie. also i’m a huge fan of secret doors, but i did something very dumb and placed a secret door in front of progression lol. the original concept didn’t have them quite so secret so it made sense in planning. i’m really glad you liked it!
this is incredible!!!!!
thank you!
Hi! Its always awesome to see 3D metroidvanias, so I really liked this one!
I liked the upgrades and secrets to find, the game also gave me some Metroid Prime/Dune vibes but in a Nintendo 64 style, probably because it made me remember of the game "Armorines" for N64, which was awesome. Also Shooting the rifle on enemies was satisfying especially after the automatic upgrade, and the red circle effect when shooting surfaces had a really cool spread effect.
The only problems I had where that some of the areas where too similar, and without a map it made me quite lost sometimes, maybe more unique colored areas like the abyss could be cool. And also the breakable rock walls where a little too hidden sometimes, since they are the same color as a normal wall, but if the idea was to make them actually hard to find, maybe an audio cue could help instead of making them more visible, like a wind whistle coming out of them. Also, some more audio variety could improve the overall game, maybe a light soundtrack or different ambiances for different areas could make them stand out more. And finally, I imagine it was because of time constraints, it was a shame to see that there was no final boss, I was kinda pumped after finding the final missile upgrade to shoot my way trought the end, but it's understandable since its a 3D metroidvania for a game jam, which is already impressive!
Overall, this was an impressive entry and fun to play, it would be awesome to see a final polished version with the full ending and improvements. So congrats!
so my original plans, i had them all written out. there were going to be 2 different areas. i had made the textures (which ended up getting used for the weird purple water) but had wayyy underestimated how long it was going to take to get these levels put together (specifically the 3d parts of it, which i am still very slow at). the second area's entire purpose was to split the map into two to hopefully reduce how much people got lost and also have some other pieces to put throughout the rest of the world. in the end i was struggling to get for instance even just the sounds in. i think my biggest set back when it came to the boss (and the enemies in general) was that i didn't plan them out more specifically. i was very vague in my notes about what i wanted for them and that really bit me in the ass. in fact everything i was vague about bit me in the ass lol. lesson learned i guess. thank you so much for playing through to the end and leaving a comment, i really appreciate you! i'm gonna take a look at your game as well!
I see, indeed one of the biggest problems in making Jam games is the scale, it's really hard putting every single idea in a short amount of time, so it can be a good idea to make a very short game but with a very well done beginning, middle and end, even if it only lasts 10 minutes total, or also having a well tought out plan B to shorten the game if there is not enough time.
But even so, your game came out pretty cool and if the final segment was completed I would not have ever tought that you had setbacks with the scale, so congrats!
Here ya go!
firstly, thank you so much for making this video and for completing the entire game. it is incredibly valuable for me to see other people play my games like this as a noobie. i agree with your critique for sure, and you definitely aren't the only person to get lost. a lot of people didn't get past the extremely subtle rock walls that you shoot with the missle so i was very happy you made it by that and were able to complete the whole thing. i appreciate how much thought you put into the rating too. i am very new and very weak at 3d right now. i'm a 2d painter for my day job, and i knew going into this i would have to stomach releasing something that looked really bad, but i decided that was the sacrifice i had to make to improve in other areas of game making. good luck to you in the jam, i'm going to check out your game as well!
No problem! Its definitely helpful to see how a player approaches your game vs your assumptions. I also try to give as much time as I can to each entry. We have a whole month to make a game, it only feels fair that we give more time into playing each others games.
Thanks!
yooo this is actually cool, but it feels a little empty and i don't know what to do
yeah i think the total number of enemies spread out over 18 rooms is like... 10. i tried to add some more challenges in the form of platforming and stuff but that doesn't stop it from feeling very empty. the original plan was to have 2 more enemies but my crummy enemy code was just not as extensible as i was hoping so i just barely managed to get the 2 that i have in there. i'm still glad you thought it was cool though! maybe i should upload a playthrough video, it's become clear to me i'm not super good at showing the player where they need to go lol.
Very cool! I got softlocked after unlocking the phage missiles because I could not figure out where to go, and every door just immediately killed me. But the bits that I got to experience were cool!
the missles can open rock walls that are in a few rooms, which another commenter mentioned are incredibly subtle. which is fine for hidden rooms but i also used it for a piece of progression lol, my bad there! i’m glad you liked it otherwise!
Very nice game, great 3d graphic effects! I like the fact that I have to shoot the doors to open them like in metroid! Good job!
thank you! this was originally inspired by metroid prime of course lol, shoot to open doors were the first thing i added.
Good job on all of your "firsts" ;)
The mouse sensitivity was a bit high. Would be cool, if one could adjust that in some settings menu or so.
Also, for getting more ratings, it might be a good idea to upload a web build as well (you still have 14 hours to do so). Since not everyone uses Windows.
Keep up the good work!
“thanks” ;)
someone else mentioned the high sensitivity so i’ll be trying to figure out menus and stuff next time. i could not figure out how to get a web build working on godot, it threw up several errors about some sort of server missing. when i searched for it all i found was that it’s a problem that as far as i can tell hasn’t been solved yet on the engine side (or might not be considered a problem? don’t know). either way, i’m not super concerned with how many ratings i get, but i will be figuring out web release by the next project i do. thanks for the feedback.
Did you enable the SharedArrayBuffer option?
that's the one, but it said that was something client side when i was searching, which if the person using it has to turn that on than i can't trust anyone has. is that something in godot? cause i couldn't find anything with that label in the export options. i was able to play your game for instance which i know is godot, but couldn't get my own to run while testing it. it just threw up that there was this problem. i'll take another look at it, i still have a small amount of time to get it in there i think.
Nothing comes to my mind client-side, sorry. I hope you can figure it out in time!
Maybe you can post a screenshot of your error on the discord or community
Overall I think it was really well done. The controls for the most part felt good, but the sensitivity on the arm cannon felt a bit too high for my taste. The world seemed well planned out, placing items near the places you needed them next. I had a hard time for a bit finding the suit upgrade. I'm not sure if I wasn't looking closely enough, or if it was some combo between the render distance fog and the color of destructible rocks being too similar to the environment. Nonetheless, good job, especially for your first 3D game!
i think the color of the rocks is way too close to the walls. what i should’ve done is saved the rocks for hidden areas and made a separate door that you had to shoot with the missles. i get you on the sensitivity too, what i needed there was a menu that let you change it. hopefully next time i do something like this i’ll be able to get proper options in there. i’ll keep figuring it out, thank you for the feedback though. i really appreciate it!