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Fleshteroid's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Metroidvania | #6 | 4.214 | 4.214 |
Execution | #12 | 3.929 | 3.929 |
Overall | #12 | 3.875 | 3.875 |
Sensory | #18 | 3.714 | 3.714 |
Enjoyment | #20 | 3.643 | 3.643 |
Ranked from 14 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Engine
Unity
Team/Developer
Walker, Mason, Ryan, Kaleb, Sean
External assets
Tarodev's Ultimate Controller
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Comments
the music is very interesting and fits the theme, which I like. I feel like it's easy to get lost especially since you're trying to find collectables. I also like the lighting
Your graphics are epic and I appreciate your use of background and foreground elements.
I had a hard time telling what would hurt me and what was just decoration (looking at you, weird little fingerlings). The enemies don't stand out enough from the background in the early game which makes this doubly difficult. The issue continues with some of the littler things that hurt you, especially when foreground elements block them and make it impossible to see. Dying happens often and feels cheap. This is especially important because your average player will give up after 2-3 tries (in normal AAA design, 2-3 attempts is considered "hard"). If you are wanting to make a difficult game, that's fine, but "difficult" games are (I believe) actually harder to make. You have to be very intentional and playtest a ton so you can see other people continuing to be engaged after failing repeatedly, and blaming themselves (not your level) when they die.
Watch your level metrics on the cramped corridors. It doesn't feel good to try and get past obstacles via jumping. You can do something like this for emotional effect during a story sequence or to block off key routes, but in general it's not a good practice.
Also loved respawning out of the fleshy egg plants. Heck yes.
I am one with the flesh, the flesh is with me.
Awesome idea with fantastic execution! This was really fun! I got 11/12 bomb parts and just decided to go for it, made it out just in time! I loved the sound effects, I hope you recorded all your interns to get those. Rick Moranis would be proud :)
I failed to survive the explosion. The level of details is insane, everything looks gorgeous. My only complain would be to hyper reactive sensitive of controls, he is moving too willingly and fast on slightest changes. other than that - perfect work done here, congrats!
Here's my feedback recording.
Thank you! looks like we will need to adjust some of the platforming. We appreciate your feedback!
No problem!
I love it ! Love the atmosphere, sounds, music, cool 90's vibes. Following after jam !
Nice game from what I've been able to test, here's my feedback
The +
- The respawn is fun and inventive.
- Graphics: scenery, character, monster, really cool.
- Having a 'mouth' place and an 'ear' place makes it easier to find your way around.
- Weapon: satisfying to improve your vacuum cleaner, swallowing walls is fun. Vacuuming to spit projectiles at enemies is a good idea.
The -
- From a player not used to the keyboard: I find clicking on the mouse to eject projectiles impractical. Maybe better if close to the E key.
- Some platforms are too small to avoid falling off.
- Lacks some sound feedback, such as 'juicy' footsteps, when opening the menu, when dialogs scroll, etc.
I would have liked to continue the game but unfortunately I had to stop against the snail boss because I couldn't ^^'.
Really liked the unique feeling of the game, the enemies and especially the save points were amusing. I think that there should have been more killable enemies though and the last boss was kinda weird, not sure how that should have been done but I just cheesed it by shooting it from where you detonate the bomb. Great graphics, sound effects and controls overall. I didn't get out of the place because some bug killed me and sent me to the beginning of the room and I had too little time left at that point. Oh well, mission accomplished.
Hello,
This game is really fun. You nailed it and I would like to see a full game with these physics and speed.
Let me know if you add controller support. I really wish to master this game but I have limited experience with keyboard.
Also, in general, I think that there should be a more distinctive visual difference between platform, yellow bomb, enemy, teeth, etc. It happens that I just don't see them :)
Apart from this detail, it's great.
Congratulations!
PS: don't hesitate to try to finish our game
I REALLY liked this game. Congrats guys for this nice project.
Strong Points:
The art is pretty nice.
The suck mechanic is really interesting.
The UI elements are beautiful coherent to the artistic theme and useful.
The level design was well made, representing a good challenge and fun.
I loved your checkpoint altar.
The combat system is pretty interesting because obligate the player to think and play smartly to defeat the enemies.
Weak Points:
The game pace is too fast, I think if you guys make a little bit slow it can be more fun and the players will enjoy more the good art you have.
The enemies are very dark in the scene. Which is making it impossible for us to see your sprite clearly.
Thank you for the comprehensive feedback! pacing was a big challenge with such a big game but I am seeing what you are saying, a bit rushed in a few places. might be worth blowing out the levels a bit to slow that down.. Thanks again!
I like the concept and juicy schlop-schlop sounds. :)
It would be nice to display boss health or have some indicator that they indeed get hurt from you shooting at them. For the first boss I was not sure if I was dealing damage at all.
The overall atmosphere is well done. Nice execution of the fleshy/organic theme, good work!
Thanks for the feedback, I am def seeing what you are saying about the damage on boss.. never really thought about it, but will be putting that in!!