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A jam submission

MeteoraView game page

Follow Pollux, the Son of Zeus, in his quest to return his brother Castor to the land of the living.
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Meteora's itch.io page

Results

CriteriaRankScore*Raw Score
Metroidvania#24.4444.444
Overall#103.9073.907
Enjoyment#113.8523.852
Execution#163.8523.852
Sensory#283.4813.481

Ranked from 27 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Engine
Godot

Team/Developer
Joseph_MorMar, Unnamed1334, Dozambique, EelShep, Leo Constantinides, LivingGameMusic, BEANS

External assets
Addons (MetSys, Dialogue Manager), Fonts (Dominica, Greconian), Kenney Input Prompts

Prizes eligibility
LearnIndie

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Comments

Viewing comments 23 to 4 of 23 · Next page · Last page
Submitted

This game really captured so much about what I love about Metroidvanias! I was very impressed by the size of the map and really enjoyed the lack of handholding throughout the game despite the frequent dialogue - often a dangerous pit trap to avoid! Movement felt snappy and I really enjoyed some of the more unique powers, especially the cloud gust ability that allowed you to jump off of the floating orbs. I also thought that the music and narrative all tied the game together quite nicely in terms of worldbuilding.

One thing that I would love to have seen expanded on is the graphics of the world. Having every environment be made up of one tile set with a solid color background prevented me from being as engrossed in the world as I think I otherwise would have been. Of course, I understand sometimes graphics may not be a strong suit for a team. Still, I think some kind of art in the backgrounds and some small details in the terrain could go a long way and help tie together the already-great world even more!

Great work and thank you so much for sharing!

Developer

Hello,

Thank you for playing and commenting. As the level designer of the project, I sincerely appreciate that you enjoyed the lack of handholding. I also like that in the Metroidvanias I play.

I like to design levels where the player always has at least a couple of open routes from each ability to the next one. Did you get too lost? Was the intensity of the exploration feeling the right one?

Did you get the Teleport ability at the end? If you want to know more: there is a sequence break to acquire Teleport earlier in the game, and 3 out of 9 abilities are completely skippable if you find the right routes.

For sure, we needed to work more on the graphic and artistic part of the game, fair point taken.

Cheers

Submitted(+1)

We played this early in the jam but didn't make it very far, as we had a lot of other projects to check out. Revisiting this was a priority, as we really wanted to give thoughtful feedback. This game is clearly a top contender in this jam - huge congrats to you guys for crushing it!

The bad stuff first:

- Maybe it's a personal qualm, but we really wanted to be able to skip the dialogue. Not because the story wasn't interesting - because it was - but because it felt like it locked you out of the gameplay for too long and sort of droned on. Our submission was admittedly weak in narrative, so again it could be more of a personal opinion.

- The cloud jump ability felt a little awkward to use. Aiming with the mouse made it so that using the keyboard to play was just a little more annoying than it could've been. A possible fix (at least for us) would be to make it 8-way directional, so that you could bounce from the orbs more quickly without having to use the mouse.

The good stuff:

- A huge map to explore! This is a Metroidvania jam after all, and it was refreshing to be able to explore at the breadth that this game has to offer.

- The art style is consistently satisfying to look at. The character, enemies, tiles, upgrades, etc all look like they belong in this world, and that really goes a long way.

- Enemy AI! It feels really good to battle with the enemies in this game. The way wolves back up when you approach them makes it just hard enough to run past, so engaging with them becomes an actual choice. The flying enemies that shoot bolts at you are really inspired as well.

- It's crazy how little we find attacks with directionality, even in games like these that are heavy in combat. Big thank you for having directional attacks, so you can combat stuff flying directly above you. On top of that the character feels great to control, so getting into encounters is way more fun than it is disengaging.


Take our complaints with a grain of salt - this was such an excellent entry, and one that we really wanted to revisit with legitimate feedback. It was an awesome experience - thank you so much for making a really fun game.

Developer

Hello,

Thank you for this great review, it is really appreciated. We are taking note of those areas of improvement. Did you try to use controller or did you encounter any problems with it?

Just curious, did you get to finish the game? How long did it take? Was the Teleport ability the last one you acquired? There is a sequence break to acquire Teleport earlier in the game, maybe you found it?

I appreciate your time and interest in our game.

Keep in touch,

Cheers

Submitted(+1)

Here is my feedback about your game. Pleas, consider that i played +- 30 mn, I got 2 abilities ( wall jump and the jump on floating balls ):

The cons

- When you die the game doesn't save your data like old games. This lack of modernity about this point lead to frustration beceause :

  - You lose the sensation of progression beceause you lose the abilities, teleportation point, map progression, etc, you got if you were not able to reach another rest/save

  - You lose motivation to redo again all you have done

  - You feel punished for nothing

  This is what I disliked the most and made the joystick fall off my hand to stop play the game

- On my opinion Visual are bad, or even inexistent. All rooms are visualy looking the same, there is no background or decoration that help to memorize visualy the different rooms. It breaks one of the 7 principle of game feel which is novetly on the visual side, and reduce the envy of the player to continue the game as it seems visualy boring. Hopefully the micro level design applied on different room give diversity and save your game on this point to give visual diversity

- Possibly a problem of pacing with the rest/save point, some times in 30s of gameplay i was able to go so easily from one to one another, when in 5 min of gameplay i wasn't able to get one another. And when you die and loose all your progression if you didn't make it to reach another one it is really frustrating to loose 5 mn of gameplay

- I felt like there is lack of guidance. The feeling of freedom is here, and i think important in a Metroidvania, but there is no clear guidance where to go. There is a lot of story, which is great in such a game in a game jam, but it is not used to guide the player in any ways and i think it was a missed opportunity to link the narrative design with the level design as well. Maybe next time, if you use a narrative sequencer for the story of your game, consider to use it it as well for the level design

- Also in terms of macro level design I got a sense of "submerged by all the possibility". There is a lot of, way more, room blockers you seen in a little time on my opinion, so I wasn't able to memorize all the room blockers you putted and didn't get the tipical reward feeling in Metroidvania of "Hohoo i got this ability and i remebered i got stuck in this room, but with this new power ups i won't be stucked anymore !". I got more ta sensation of random rewardning beceaus i didnt' memozrized properly all the room blocker beceaus there is a lot of them, and so when i got an ability i was more saying "hu ok i'll go back to see where i can use it beceaus i think i saw places i can use it to help me to reach to new rooms even if i don't know where"

- There is 2 enemy that are looking too similar in terms of gameplay : the wolves and the human/bandit ones. I think it might be okay to have this in a final game with dozens of different enemies, but in a game when you are limited in the number of enemies like thise one by cohnsiderating the game jam i didn't find the interest of the human enemy

- Melee attack on joypad should be X, not Y, beceaus X is nearrer to A that is used for jump, it is important to have such 2 button so commonly pressed near to each other

- I didn't understood properly the story at the start of the game and i didn't felt engaged with it

Pros :

- The character maniability is really good ! It is so pleasant to move with this character, the sensity of fluidity is present 100% of the game ! The game designers of your team can be proud of what have been acomplished :D

- A scenery introduction to the game, it's a + to have done this in a game jam !

- The overall musics are really great. They are more on the atmospheric side than the rythmic one, but are fluent, dynamic, don't feel repetitive at all, and give a real + to the game ! Bravo to the musician !

- A lot of content and a lot of to discover ! The game seems generous to what it have to offers, and i feel like I was far from having seen everything in it

- A MAP !!!!  I reapeat, A MAP !!!!

- The abilities to discover feel great and are so pealsant to use. They are really engaging and we really wanna use them again and again, this gives a lot of diversity on the movepool the player can do

- There is a pretty good micro design, even if per moment there is repetition of platforms placement in a same room and it reduce the sensation of organic world, globaly it gives a lot of variety in the world of the game and this is clearly one of the good point of the game ! There is a good use of overall gamespaces and give engagement on exploration to the player by using divesre level design technics, really well done Joseph ;) !

- The game have no crash, no bug, run really smoothly on the browser, it is a real qualitive bug-free product from my experience on it, Bravo to the programmers that managed this !

- Pretty well polished, especially on the SFX. For example when you are in the menus, the background music change to be less present to make you understand you are in the menu, in another game "situation". I really appreciated it

Anyway, pleas take my "cons" commentary as professionaly and not personaly. I know this is a game made in a game jam, and I kenow how hard it is to finish a game. This is my own my opinion and I clearly don't have the truth to be able to clearly say what is the "way to go" to do a metroidvania, this is just my personal feedback. But having "cons" commentary is something i think important to help developers to know things that may possibly frustrate the player, and so they can take actions afterwards to improve their game and their skills !!

With all of that saied, your game guys are the one I consider the best one I played so far on the game jam on my opinion, surpassing everything else (including the game we've made xD). Meteora should deserve a place in the top 3 in this jam !

Also, there is clearly a quality gap between your precedent game (Gaots Gorge) and this one ! If you keep improving yourself like this I can't wait to see your next game :) and you can be already pretty proud of this one ! Keep up the good work !

Developer(+1)

Hello Martin,

Wow, this is just simply among the most exhaustive, thorough, and honest reviews of Meteora so far. You really nailed it and dissected the game with very high quality, and I thank you sincerely for that.

It has been a pleasure to read your review. I mostly agree with all your points, and I will address here some of them that I believe deserve some discussion.

It is true that the game design and level design are heavily inspired by the games having defined the root of the Metroidvania genre. There is no checkpoint: if you die, you spawn in the last savepoint. So yes, when you die, sometimes you lose some minutes of gameplay.

Also, as the level designer of the project, I openly declare that I my levels usually lean a bit more on to the hardcore Metroidvania half of the genre, and less to the non-hardcore half. This means that I ask the player to focus on the game: I ask him to test his orientation, his spatial awareness, memory, and to try his current abilities. He should think critically in every single room, both the first time he enters the room, and the subsequent times he comes across with new abilities under the belt. Your criticism is totally valid.

Assigning Melee to "Y" was a difficult decision, but you can acquire long range shooting attack at the beginning of the game if you explore some rooms. This shooting will be used a lot by the player and it is assigned to button "X".

Thank you for your kind words on the "pros" of the game, specially on the level design aspect. The whole team is thankful for your great analysis.

I hope you get to finish the game. You still can acquire some abilities such as the shooting, also surfing on those wind tunnels and even Teleport! All this is followed by a Boss battle.

Hope you have the time!

Keep in touch,

Cheers

Submitted(+1)

The best one I've played so far ! The controls and the gameplay are top-notch. Also, good job on the art and on the music/audio. The only flaws in my opinion are the lack of background and the lack of more ennemies, but for a game that was made in one month, this is very cool ! 

9/10.

Developer

Hello,

Thank you for that wonderful review. We are delighted that you find quality in our game.

Just curious: did you get to finish it? Did you find the sequence break to acquire the Teleport ability earlier in the game instead of at the end?

Cheers

(+1)

Great game, nice story and so many content ! Never get bored with the opening story telling sequence hahahaha

Developer (1 edit)

Hello Ryr,

Thank you! :D Glad you liked it,

Keep in touch

Submitted(+2)

This game is genuinely great. I'm astounded you managed to get a whole, thorough story in there, multiple dialogue options, and well designed mechanics in this Jam. I wish I had more time to sync into it right now. I told myself I would play for 15 minutes and managed to sink nearly and hour into it already. Great job

Developer

Hello,

Thank you for the feedback! Glad tou liked it. There are abilities such as bouncing on those clouds, riding on the wind tunnels, and also Teleport; which you may like. You may find a sequence break to acquire Teleport earlier in the game. And all this is followed by a boss battle.

I hope you get the time to finish it! 

Don't hesitate to rate the game as well :) It's useful for us

Submitted(+1)

Loved your opening snippets. That was fun.

I couldn't figure out how to get past the 3rd room. I would've enjoyed an in-game tutorial as it made me think there was an ability I wasn't understanding.

Developer

Hello,

Thank you for trying!

Well, that is good question regarding game design philosophy. Usually, games would explain you how to use what you have, and not what you don't have.

You will be learning what the abilities do as you acquire them.

There is only one way possible to get the first ability: just go left and down for a few rooms, you won't miss it. It is indeed a nod to Metroid from 1986: your way forward is going left. Just be curious and try to explore!

I sincerely encourage you to try again! It looks like players are liking it quite a lot. You will find abilities such as bouncing on clouds, riding wind tunnels and even Teleport. You may also find a sequence break to acquire abilities in different orders. All followed by a boss battle.

I hope you have the time! Thank you for your interest,

Cheers

Submitted(+2)

Just fantastic! I loved the story and there was plenty to do across the entire map. I finished the whole game and got all the collectibles, it only took me... 151 minutes and 56 seconds TT_TT 

Since all the rooms in each area are visually similar, I found myself relying on the map a lot, so I'm really thankful you had it! I didn't realize it was possible to get the teleport earlier, I got it as the final ability, but it was really fun! The final boss would have been harder without it, but I liked using it. 10/10!

Submitted(+2)

really impressed with the scope of this project. lots and lots of content packed in. a lot of little details that make the game fun to play are present. (ex: unlockable map). great work!

Submitted(+1)

I played about half through it and had to pause. Afte reloading my charecter does not move (jump still works). Is it possible you updatetd your build in last couple of days?

On what I could see:

Gameplay is engaging. Strong sense of exploring is present. Abilties are pretty standart, but it fits well with narrative and level design.

Movement is responsive, as is combat. Solid platformer. Enemies AI is.. Well, it is there :) Sometimes it was even good to pass by all fights in fast run to specific room.

Story... It may be really well written, but imo it is out of place for gamejam. I was feeling like skipping it, because I was eager to continue playing. Maybe in full game for several hours it would be nice change of pace, but in my 30 or so minutes run  it felt like stumbling.


Overall great game. I really enjoyed it and I would like to finish it, if controls problems are not permanent.

Good luck!

Developer(+1)

Hello,

Thank you for your comment! Yes, indeed, we uploaded a last build the last couple of days ago, just before the end of the 72h period that has been allowed. Indeed that must be the explanation for your controls problem, for which we are afraid we can't propose a practical solution.

I encourage you to try and finish the game. Even if you have to start over, you are familiar with the first half. There are a couple of abilities, quite far from standard, still waiting for you to find them in the second part of the game. Particularly the Teleport, which you may like.

Also, you may find a sequence break to acquire the Teleport earlier in the game, and even 3 out of the 9 abilities are skippable if you find the right routes! So you still have things to discover to motivate going back to the game, plus collectibles that increase your maximum health, melee attack and range attack, in preparation to the boss battle :)

Hope you have the time.

Thank you for your attention and your interest in our game,

Cheers

Submitted(+2)

I see that a lot of effort has been put into the story. Great work! :)

It is nice to see a map included, otherwise it would be easy to get lost.

Developer(+1)

Thank you! I'm glad you enjoyed the story I wrote, and that my amazing team brought to life!

Submitted(+2)

The +

- lots of content

- The game has really been refined

-I really like music

- The menu is quite complete, it's cool to have access to the keys directly on the game and in a readable way

- the layout of the rooms and the variety of rooms

- An intro cinematic

- I like cloud jumping (yellow ball)

The -

- Little variety of decorations, Plain backgrounds

- bug when you punch while hanging on the wall you see the wind effect but not the punch

- The text is strongly stuck to the contours of the frames


Red block does not cause damage to wolves? (I tried to ambush them)

Good experience, unfortunately I misclicked when I wanted to use the rock and I left the page ;’)

Developer

Hello,

Thank you for the nice feedback, we appreciate it! We agree with you regarding the background and we are paying attention to those other points for improvement.

Just curious, did you get to finish the game and beat the Boss? The last ability is Teleport, what did you think of it? Also, there is a sequence break to acquire Teleport earlier in the game, maybe you found it? 

Cheers

Submitted (1 edit) (+2)

Really cool game! I liked the sound effects and art especially, and I could tell that you put a lot of thought into its story.  It had a huge world that I got lost in frequently, but I loved all of the collectibles and the game's atmosphere in general. Overall, great work!

Submitted(+1)

Wow awesome! The story and depth is really impressive. Love the foreshadowing and sneak peaks of the powers you will attain as you go through the first areas. However... at a certain point I did start to feel impatient waiting for a powerup after seeing 3-4 screens I couldn't pass through — and the mysterious sand orbs I wasn't sure how to interact with. They looked like powerups to me. However (again) this DID make it feel super satisfying to finally get the winged sandals. I really felt the impact of the upgrade since I had a long journey with the bare minimum to finally get them! The next few powerups felt similarly. The levels were really well-designed to make you anticipate how much the next powerup will help you — having the wall jump and meticulously wall-jump when there are breakable blocks and gusts of wind around which would make it SO much easier (eventually). I really liked that aspect of it, and the backtracking and navigation feel worthwhile. The map did sometimes feel a bit sprawling, though. Some screens were fun, others felt a bit unchallenging.

I appreciated the frequency of save points as well. The character writing and story was really intriguing too. I think the rogue assassin enemies looked a little too much like our friends though, so one time I got backstabbed thinking I could talk to him and took my hand off the mouse to press Enter :P Never again lol

Awesome work on this!!! I'm going to have to come back and finish my playthrough. (Just got to the wind jumps — really cool mechanic!!)

Developer

Hello,

Thank you for the detailed and nice feedback! Indeed, you have thoroughly analyzed the game.

Sure, as you said, feeling impatient followed by the feeling of satisfaction was an intended consequence through level design. Right after getting a new ability, you can know the main new opened routes to take if you have been paying attention. I am glad that you understood this!

And yes, I admit that sometimes I felt forced to build a couple of rooms that felt a bit filler to connect two more interesting parts. I hope that this did not pull you off the experience though.

And also yes, thinking the assassin is your friend is now something common among players :D We will need to amend this.

I encourage you to finish the game! You may find a sequence break to acquire abilities in different orders. And you will find abilities such as riding on those wind tunnels, and even Teleport! I think you will like it. All followed by a final boss.

Keep in touch,

Cheers

Submitted(+1)

Appreciate the size of the game, there really was a lot to find here and the map was very useful to have. Enjoyed all the abilities and the platforming. Maybe there should have been at least one more enemy type as the game was quite big and there were only three enemy types, two of which were melee-based. The boss was great and challenging. The game looks pretty good too, but there are some things I think that I would have added, like something in the background instead of just a solid color sky, death animations for enemies and a wall clinging sprite for the character, it's in the game cover but not in the actual game haha. Overall enjoyed it and found most of the collectables, I think that I missed all optional abilities though.

Developer

Hello,

We are glad that you enjoyed our game! We agree with you regarding the background, enemies and animation, for sure.

There are 9 unlockable abilities, of which 3 are skippable. So, do you mean that you finished the game with 6 abilities our of 9? If yes, that's great! It means that you used the sequence break to acquire Teleport earlier and then exploited that ability to blast through the whole map.

Also, it would mean that you finished the game just with no ranged attack (Thunder and its upgrade). Do you confirm that as well? Surely the game becomes more difficult if you skip the ranged attacks.

Indeed you did a very interesting and the least frequent type of playthrough!

Thank you for your time,

Cheers

Submitted

I was mistaken, thought that the 9 abilities and 3 skippable abilities were a separate thing, ShadowHawkDragon mentioned destroying clouds and I thought it meant the white cloud blocks but it was the dark blocks. I got all of them in the end! I tried to find a sequence break but didn't manage to do that. I wish I was good enough to have done this with only 6 abilities though haha.

(+1)

Honestly pretty fun.

Overall the character control felt better that the previous submission as moving and jumping is pretty smooth. And I greatly appreciate the coyote time as it gives jumps that extra little bit of 'margin for error'.

There is a minor issue with sticking to walls you even slightly touch after getting wall climb. Its not much of an issue unless you want to attack a rock. Moving into a rock next to you just faces you away, even on the ground so you cant actually attack it without first moving away.

As for level design the first half to 2 thirds felt great. 

After getting wall climb I went east then to the north and looped back round to the west after getting cloud jump. Out of curiosity I back-tracked from the west path back round to the cloud jump ability using only wall climb proving that starting either direction would have worked. Honestly I'm impressed that there were multiple paths like this to get upgrades this time round. 

In the latter portion however I got a bit stuck. I missed wind ride for the longest time, then after looking very closely at the map I found it in a room I missed. But when exploring the new paths with wind ride I found nearly every single path to be blocked by those thunder clouds. While not major I will admit that it felt a little bad that this new ability was immediately hamstrung at almost every turn by the requirements for another ability. I will also admit I was getting tired by this point so maybe I just missed something.


On a fun note, the teleport is a really cleaver ability. It allows for quicker and easier back traveling in a fun way, and comes at a point when basic navigation and platforming is getting a little tedious. i.e. letting the player break the game when they are basically done anyway. If it weren't for this ability I wouldn't have bothered with 100% completion.

I would recommend either pausing time as you throw the teleport lightning (like with aiming) or granting the player i-frames. When trying to use it to avoid the boss's screen wide attacks I would often get hit by the time the lightning bolt even reached where I wanted to teleport to.


Here's the order I found the abilities in if it helps:

wall climb

cloud jump

lightning bolt

dash

boulder break

double jump

wind ride

super lightning (kill clouds)

teleport

Developer

Hello,

Wow! Seriously, you have thoroughly dissected the game in a way I just love. Congratulations for your analytical skills and attention to details.

I agree very much with your feedback. I answer you to a couple of points.

Backtracking the path back round to check that there are multiple paths to acquire abilities speak volumes of the quality of your review. Indeed, in Meteora, once you get the first ability (Wall Jump), there will always be at least two different paths to get to the next ability. I have done this level design like that, purely thanks to your feedback on Goats Gorge. So credits given. Thank you.

Second point, you also got totally right the feeling with the Wind Ride ability. Even when I was building the map, I was telling myself that it is the ability in the game with the least rooms for use, and that the thunder coulds were too close. Fair point taken. I know how to do differently for future projects.

Thank you the kind words on the Teleport ability.

You did the default sequence. To tell you as curiosity, there is a sequence break that allows to obtain Teleport right after Double Jump, which obviously fully opens the exploration and it is fun to exploit. Also, the abilities can be obtained in several different orders, and 3 out of 9 are totally skippable and you can finish the game without them if you find the right routes. 

Just curious, how much time did it take to 100% it?

Cheers

I'm glad to hear my feedback was useful, and honestly I am impressed that you had multiple route to most abilities. Because yes, until the wind ride ability I rarely felt like I was being locked into one specific route as I was in goat's gorge. So strictly from a design point of view the layout of your rooms felt pretty good (excluding the aforementioned thunder clouds blocking off nearly all the wind ride routes).

I will add onto a point I've seen from other users' feedback; more background details could really go a long way in fleshing out your game. For one it would give players more memorable landmarks to help with navigation, the first Zeus shrine for example stuck in my mind until the very end so I knew exactly where to go after getting teleport. 

In a similar way you could even have background details allude to the direction/location of different upgrades. But overall for a month long jam, there's nothing wrong with  focusing only on the barebones mechanics and level layout.

As for play time, the in-game timer says 73 minutes, however I did leave the game on in the back ground a few times when taking a break and I don't know if your game's timer ticks whilst paused. So for now I'd round it down to 60 mins, which for a jam game is a decent length of time.


A small parting note: most of my feedback here is strictly tailored towards the level design/layout of the game world, as this is what I'm currently focused on for my Mousey Tales. And honestly, I've already begun rethinking a few problem areas in my own level design based on what I've seen in meteora.

Developer

Hello,

We need more background and landmarks in Meteora for sure, no excuse about that. A couple of difficult moments in game progression and exploration mid-game could be a bit easier if we added a landmark, which was in our initial plans anyway. It means that you understood the overall level design and saw that those were missing.

Timer stops when the game is paused, so it looks like you 100%-ed it in a bit more than one hour, which gives me very useful information and you are definitely in the fast half of playthroughs.

I did the level design in Goats Gorge and Meteora and your last sentence means true honor to me, thank you. I would love to know more details about your level design philosophy in Mousey Tales and also to try your game again when available. I have some questions to ask you about your game just out of curiosity. If you use Discord, please add me if you wish: joseph_mormar Otherwise we can keep in touch over here.

Cheers

I'd be happy to hear your thoughts and opinions on Mousey Tales, and I am up for further discussing topics such as the design philosophies of our games in more detail. Rather than discord, I'd be up with you emailing me via: shadowhawkdragon@gmail.com

Maybe I'm just old fashioned but I prefer to keep my discord private.

Submitted(+1)

The world is big, and the platforming challenges were nice. Only thing I could possibly complain about is how the melee enemies just kind of sit there (unless you wait beside them), and most of the platforming challenges can stop being challenges after getting the teleport lightning. Since I learned how to use that late I actually got to enjoy the game a bit more! Kind of felt like it needed a boss song or a few more sound effects, but thats just my preference. I got everything, its a great metroidvania!

Developer

Hello,

I am glad you finished the game, thank you! I agree, we need to adjust melee enemies to make them a bit faster and challenging.

Indeed, Teleport is the last ability to get in the normal sequence, so that the player experiences the majority of the platforming challenges before. I think it was an acceptable compromise. So, Teleport is meant to be versatile: it changes the way you traverse the challenges that you know, it allows you to explore other areas, it is useful against regular enemies, and is necessary to dodge some Boss's attacks.

The last ability you got was the Teleport? There is a sequence break to find it earlier.

In terms of level design and game design, I would love to know: did you get lost at some point? Did the sense of exploration have the right intensity during the progression? Did you encounter any difficulty peaks?

Cheers

Submitted

Oh, no I sequence broke and got it early, I just thought that the Q key looked like a mouse ('cause I'm an idiot) and didn't know how to use it

Submitted(+1)

The world is big for a game jam game. There must have been a lot of effort put into this. Love the power-ups and smooth movement. Very fun to play.

Developer

Hello,

Thank you sincerely for your kind words.

Just curious: did you finish it, or where did you stop? Did you find the Teleport ability? There is a sequence break to find it earlier. Did the sense of exploration have the right intensity during the progression or did you get too lost?

Cheers

Submitted

I played until I got the dash power, then I kind of got stuck and didn't know how to progress in the game. I'm not sure if I'm just not skilled enough to perform some jumps, or if I just didn't find the right place.

Developer (1 edit)

Hello,

That's understadable, it is the least obvious moment in exploration of the whole game. After that, it becomes again quite clear how to progress. There is no skill issue in the critical path: if you see that you can perform a jump, you can go there indeed. The only really difficult platforming moment to accomplish is the sequence break and of course it is not mandatory at all.

Please see the image. Go to the red circle, accesing from the right, to get the next ability.

I kindly encourage you to finish the game. You still have some nice mechanics to discover; I think you will appreciate particularly the last one, and the Boss battle.

Hope you have the time!

Cheers


(+1)

Here's the feedback recording!

Developer

Hello Dan,

I am sincerely glad to see your recording after playing our Goats Gorge in the previous Jam! Always a pleasure.

We take your feedback very seriously. The map is massive and it can feel overwehlming or monotonous: to avoid that, we can compact it more and also improve the artistic building of some rooms.

I very much encourage you to finish the game. You barely scratched the surface. You still have the second half of the map to discover. Platforming will be a bit more challenging there, rooms are more compact and all have a purpose.

You will acquire abilities such as bouncing on the floating yellow clouds, riding on those wind tunnels, and also Teleport. I think you will like those mechanics and the way they are implemented.

There is also a sequence break to get Teleport earlier, in case you get to find it. The boss battle also asks the player to use his abilities. I hope you get the opportunity to see the rest of the game.

Hope you have the time!

Thank you again for your interest,

Cheers

This is one of the games I intend to come back to after the jam ends. I want to be able to give more games feedback than last time. Last MVM, there were quite a few top 15 games that I didn't even get a chance to play until after the jam. So instead of spending 45 mins to over an hour on each game, I'm trying to keep playtime smaller than that so I have a chance to give feedback to every participant.

Goats Gorge was pretty great and that definitely warrants coming back and taking my time with Meteora!

Submitted(+1)

105 minutes to beat it. You made a high quality stuff here, great execution, good story, nice abilities and progression. Congratulations!

Developer

Hello,

Your words really mean a lot to us, thank you! Just curious, I have some questions. The last ability you got was the Teleport? There is a sequence break to find it earlier. Did you get lost at some point? Did the sense of exploration have the right intensity during the progression? Did you encounter any difficulty peaks? What was your impression of the final Boss where using Teleport is important?

Cheers

Submitted

The last ability I picked was teleport, did not find any shortcuts to it. Minimap helped a lot, though I was looking at it maybe too much. I think exploration and progression were aligned fine. Most difficult part for me was return after getting double jump, cause perform it on a laptop with WASD is quite tricky (would prefer having arrows keys as a double of movement). Final boss with teleport was fine and logical, the only issue I had with it was an an attack where you need to stay in a horizontal line.

Developer

That is excellent feedback, much appreciated.

During the Boss battle, you can avoid the red attack with the horizontal line by using Wall Latch and staying on the wall :) It forces the player to use Teleport to move fast, and then use Wall Latch to avoid getting damage.

Thank you again for your time and quality comments

Developer

Glad you had a good time with the game we created! Thank you for sticking through the game and seeing all it had to offer!

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