Very pleasant little game, though phase 2 of boss fight is far too unfair. Good job!
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Verdant Quest's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Execution | #7 | 4.000 | 4.000 |
Overall | #8 | 3.933 | 3.933 |
Sensory | #11 | 4.154 | 4.154 |
Metroidvania | #13 | 3.962 | 3.962 |
Enjoyment | #22 | 3.615 | 3.615 |
Ranked from 26 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Engine
Godot
Team/Developer
PraetoPotato
External assets
Sound Effects and Fonts
Comments
This game is very nice, I love the movement and the controls are very nice (even if for the keyboard a little bit not intuitive). The map is little and has a nice development with its checkpoints, save points and power-ups.
I had a nice time playing your game, the music is a little akward in some points, but it does its job in overall; it was a nice quest I have to say
The strongest part of this game is the art and the map. The music personally feels like something is missing, maybe stronger emotion? Boss fight felt a little anticlimactic maybe some NPC's talking about a big mysterious creature or some story would've helped that overall though I can see the point driven. Overall good job!
This was fun! I thought the art and music were great and really set the atmosphere well, great job!
Visually, pretty great ! Everything fits perfectly, as a cutesy metroidvania. Music especially, which complements the vibes perfectly. Only problem i had was spike placement and spawning too far after falling down into one and double jump which also felt kinda wonky ? Nonetheless, its pretty neat game.
Short but a fun experience, love the visual style. Good thing that there were many health upgrades to find since the boss was quite challenging, especially after it went into rage mode. I felt like it was hard to learn to use the dash, since I'm used to it being next to the jump button, now the attack button was between them.
The game is a perfect length for a game jam. Just enough backtracking and precision platforming sections. The enemies were a bit trivial, however. I decided to avoid the air enemies completely because they were difficult to hit with melee. Not that it's a bad thing; they were just like moving obstacles to jump over! The final boss is also really challenging but rewarding. I think the rage mode is just sliiiightly too fast. It's tough to balance difficulty.. but seriously like 6-12 frames would have let me get one more attack in per phase. It seemed he had 0 cooldown between the moves sometimes and one run he did like 6 shockwaves in a row. One other thing that really made it difficult for me was maintaining the exact distance I needed to hit with my dagger, while NOT getting hit by his body hitbox when he did his shockwave jump move. The angled path he'd take to get into the air would often times knock me back and damage me in a way that felt a bit unfair. Like the only way I could avoid it is not trying to attack at all.
Thank you for implementing the gamepad controls! I really had difficulty on the boss with keyboard. Took me like 10 tries but i finally took him out with 1 heart left!!!
I said a lot about the gameplay, but also the music is great and the art is perfect. Love the characters and monster design, and the boss is phenomenal. Love the glowing eye flash when he goes into rage mode! Things got really intense after that. I had a blast with this game! That was super fun. Amazing work!!
The game is completed and that is a testament. A few enemies with simple, easy to understand patterns which is good to familiarize the player with the game. The lack of exploration leaves a bit to be desired, and I would have loved reskinned enemies / tiles or something to spice up different areas, but the game is clear in its approach. The major gripe I have is the boss having too much health. It isn't extremely difficult, however janky hitboxes and huge healthbar make it a chore to kill, as I tried for 10 - 20 minutes straight basically and have been unable to kill it. I would say this boss is on the same tier of difficulty as some of the older nes games. The music was also pretty neat.
Otherwise, goodwork!
Loved the boss fight! Ramping up the difficulty halfway through was a great way to introduce the attacks so that the boss wouldn't feel unfair when attacking at full speed. It was also fun to knock slimes down into the spikes.
Great game! I really enjoyed playing it. It's super intuitive and clear. Best 15 minutes experience. The only feedback I would give is that it doesn't really give metroidvania feeling. The world is really small and there is almost no backtracking so the game feels a bit linear to me.
Nevertheless it's a very solid project. I like it!
Nice game, but I had to rage quit on the (first?) boss, it becomes too difficult when the boss ramps up the attack rate after loosing half of his/her/their/its health. Other than that, it seems nicely polished, well done! :)
I liked the the visuals, they were very cute.
The boss was surprisingly difficult. I think the lockout when doing an attack felt a bit long compared to the quick swipe the animation does. Once I realized there was a delay to moving and dashing after attacking, the boss became more manageable.
Cute art and nice music. The controls felt a lil bit junky at times but overall its a good, small game
Excellent game! Exactly what a solid, small-scale metroidvania should be, imo. Mechanics feel good and juicy, and solid level design that teaches players the ins and outs of their abilities. I played on keyboard, so my one complaint is with the controls on that (probably better on a gamepad).
Also, my game also uses campfires to save and heal, so that makes us either best friends or mortal enemies. I don't make the rules.
(seriously, awesome work)
It reminded me a lot of Momodora. Congratulations, you made a great game, fun and beautiful.
Simple but fun game that contains the essence of metroidvania.
P.D: Cute cover. :D
Simple, but charming, well put together entry. Congrats on it! :)
Hello,
Great entry! Very solid, I really liked it. As other said, the controls need some improvement, in my opinion particularly the Jump and Double Jump, since I think that the game sometimes misses my inputs.
Boss fight was well constructed too, and level design made the map a pleasure to navigate.
Other than that, the good foundation for a great game is there!
Did you use Godot MetSys?
PD: don't hesitate to try our game! :D
This game looks really cool. Spent a lot of time fighting that Mysterious Creature - thanks for putting a bonfire so close to it!
The controls feel a little clunky, but definitely not terrible. For our game, we implemented directional attacks and I think those would feel really great in this system. I kept wanting to slash upward at the skull-bats!
Thanks for the opportunity to play! Very fun time
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