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A jam submission

Cresent PrototypeView game page

Just a prototype for movement, not really a metroidvania
Submitted by CaimNidhoggr — 10 hours, 45 minutes before the deadline
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Cresent Prototype's itch.io page

Results

CriteriaRankScore*Raw Score
Enjoyment#632.2722.429
Execution#771.8712.000
Overall#841.7041.821
Metroidvania#871.3361.429
Sensory#921.3361.429

Ranked from 7 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Engine
Godot

Team/Developer
CaimNidhoggr

External assets
Shader code for the 'player Xray' was found here. https://github.com/alfredbaudisch/GodotShaderCollection/issues/3

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Comments

Submitted

I liked the Range Attack System and the player controller works well, but I can't consider this game a metroidvania to be voted like the other competitors. I am sure you know your prototype is more for showcase your current skills than a game.


Anyways, good luck in your journey as a game dev.

Developer(+1)

This is a completely fair critique. Originally, it was going to be a 'real' metroidvania, but IRL stuff took away time from level design, and I eventually decided to submit what I had before the deadline, if only to get more feedback.  I'm hoping to focus more on it after I get a more acquainted with the Godot Engine.

Submitted(+1)

Cool demo, like the projectile bounce, reminds me a bit of cappy. I think the camera could use some work all around in motion and especially in the projectile mode. Some way to highlight which direction you are going. Interesting project, and hope some of these ideas are expanded

Developer

Fair enough! I decided not to have the 'direction' of the character directly affect the camera when rotating, because I was worried that it would disorient the player or cause motion sickness. I tried adding a small 'rectangle' to the side of the projectile for now to point to where you are about to fire, which I would probably replace with an arrow, and I also have the character model rotate around the outside of the circle so that you will fire at the tangent of the position you are at. I agree, the camera does need some work though. It isn't quite as 'smooth' in the movement as I would like, and there is a slight 'jump' when landing or moving around that I'd like to eliminate.

Submitted(+1)

You’ve got some pretty cool stuff here! Character feels good to control, movement’s snappy and I’ve had no trouble gauging how far and high I could jump, so good work on this. I like that “spin-to-jump” ability and got used to it very quickly to reach the highest platform.

Nice work on the camera too. It seems to update its Y coordinate (or whichever axis Godot uses for height) at predefined height levels, which works fine now, but could feel weird when walking up/down long slopes. What I would recommend is letting the camera update its height constantly when the character is grounded (lerp it of course so it feels smooth), and when not grounded let it update only when performing certain actions, such as grabbing ledges, activating that spinning ability, falling from great heights or when the character gets very close to the top and bottom edges of the screen. This is roughly what I did for my MVM22 entry some months ago and it worked pretty well, but I’m sure there could be better ways of doing it.

Looking forward to a complete version of this!

Developer(+1)

Aye, the camera is something I was messing around with a lot during the jam. originally, it just followed the character, but then while playing Pseudoregalia, I noticed that at certain areas, it would instead stay at certain heights in PR. I think I'll need to mess around a bit more with my camreato make it feel 'natural'. Its main use, from my understanding, is letting the player see over 'ledges' if they are grabbing them.

The way it works now is that there are 'areas' that the player can enter to change the camera's target height. Then, if there are multiple, they are added to a stack or queue. If the player leaves one, it is popped, and from the remaining 'areas' that the player is touching, a height is selected. But there are some moments when it does feel very hard to adjust the boundaries, so I've been considering alternatives.

Thanks for the feedback, and I'm glad that the character feels good to control! Aerial movement was the hardest part, especially when the player needed to switch directions.

Submitted(+1)

Cool little prototype! Unfortunately did not have a controller on me so I couldn't get the full experience, but I assume the rest of it is equally as polished. Obviously I can't do as big of an essay on here as I did on others, seeing as this is just a little prototype stage without visuals or audio, but what is there is really good! If you turn this into a game for the super metroidvania month, it'll be fantastic!

Good job!!

Developer (1 edit) (+1)

Thanks for the feedback! For some reason, I somehow missed this comment. I thought I had keyboard controls put in (although, the mouse doesn't rotate the camera, which is something I might want to add later if I want to avoid the 'requires controller' warning). Maybe the keyboard controls were put into the update that I wasn't able to push before this jam's second deadline ended, due to IRL things.

Submitted(+1)

Love the potential here. The purple shape that turns you into a spinning wheel projectile, eventually spitting you into the air, WOW. Very fun. When you make some explorable levels we'd love to check them out.

Developer

Hey, I saw this the other day, and I appreciate you checking it out. I'm not sure what the chances are of me having a real playable level before the normal metroidvania jam ends as there are a lot of refinements I want to do and some irl stuff has come up, but I'm glad that the spinning mechanic was fun, and I'm planning to work on this more during the Super Metroidvania Month Jam