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Beneath The Surface's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Execution | #18 | 3.818 | 3.818 |
Metroidvania | #21 | 3.727 | 3.727 |
Overall | #25 | 3.568 | 3.568 |
Enjoyment | #31 | 3.364 | 3.364 |
Sensory | #35 | 3.364 | 3.364 |
Ranked from 11 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Engine
Godot
Team/Developer
@motherfingpandas - Mac Logan, @InTheWall - Mike Belousov, @pshaft - Alexander J. Petshaft
External assets
ansimuz - Mountain Dusk Parallax Background, Daniel Linseen - m3x6
Prizes eligibility
LearnIndie, Azecy, Jasontomlee, Anchorpoint
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Comments
There's a good mix of challenges here for the kinds of player that enjoy overcoming difficult obstacles in games. I particularly enjoyed the one where you have to use the vertical outcroppings to jump an arrow in a tight corridor. That was neat.
I died a lot on tiny obstacles I could barely see, so some bits could be improved for readability.
Hello,
You did great. I love this kind of challenge with high difficulty and good physics. You let me control MC nicely and you put me in front of good challenges to overcome.
Every time I died, I learnt something. That is good design, you can be proud of your game.
Every room was unique, every platform, spike, fireball and enemies were just perfectly placed.
You did a really good job, you were meticulous and gave attention to all details, and this game shows that you understand and know to design a good game.
Seriously, congratulations!
Cheers
PS: don't hesitate to try and finish our game:)
Thank you for the feedback, I'm glad you were able to get to the end and enjoyed the game!
Just came back from playing your game, Meteora, and it was extremely good.
Great game, both sensory and execution-y. I had a blast playing it.
Suggestion: give your game to more "testers" before "releasing". It will help to fix difficulty curve.
Otherwise, it is awesome!
Good work and good luck!
I love sad middle-aged man noises on player's death :D
Aesthetically I think you nailed the exploration game, as well as mechanically. But at some point I got stuck without understanding where to go. It seems I got all the artefacts, I returned to the first location, I went above, I went the whole path once again, but something I missed. Nevertheless, it is very nice game, good job!
Wow you all did an amazing job! I haven't made it to the end yet because I wanted to comment, but the level design and abilities here are fantastic. Every room is like a puzzle, and everything is really well thought out! Great difficulty progression too. I'm playing on keyboard, I'm not sure if it would easier or harder with a controller. I might not have the skill to make the jump to the crumbly platform in this room, but even if I have to stop here for now, it was still great. Brutal but great haha
Thanks for playing and for the feedback! I did mainly test with a controller so I'm glad you were able to make good progression with keyboard as well. I ran out of time to implement a save system unfortunately, so I apologize in advance if you pick it back up again haha
Hey, I didn't rate because I'm not the intended audience for this kind of game. If you would like me to rate nonetheless, please let me know and I'd be happy to do so. Please keep my feedback with that perspective in mind too.
I found this game super tough. Like insanely tough. I'm not much of a gamer in the first place, but even so, it was sooo hard. I just died like 50 times just to get the grapple - and then I was basically stuck because I could not physically execute the moves needed. Pretty much called it a day and ended my run there.
But with that being said, this is the first time I've played this kind of platformer (seen some on youtube) and I did really enjoy it. So that means you guys designed your rooms and challenges well. In each room I was given what I consider the two most important things in game design - the ability to make different decisions and a clear upfront challenge. Also the archaeologist doing a Zelda when they got an upgrade was nice haha.
If I were to suggest improvements, it may not align with your vision of the game, but it would be to give the player a ton of affordances - slow the wall sliding down (I know its super slow already), reduce my hitbox so that I can get away with close shaves and not bang my head on jumps etc. But I understand if that's not the direction a game like this is meant to go.
Secondly - this is my personal opinion and I know nobody cares about this in game jams, but I'll put it out there nonetheless - I would really like to see the story implemented in the game itself. I personally consider storytelling a core component of what makes a game and basically a non-negotiable. So I don't align with the game jam values of "make a neat little game with unique mechanics and some polish." I like even the little games to be large and immersive.
I don't really need to go further than the first upgrade to get a sense of how much effort was put in and how well everything has been put together. I can visualise all the issues that I would've had if I had tried to develop this game. Great job to you guys.
Now that I've had a taste of this, I'll be playing other such platformers. I'd also like to give this another go when I have more time.
I really appreciate the feedback. I had just come from beating Celeste a 3rd time so I think I accidentally scaled the difficulty based on that, so I'm glad to hear from someone with a different background.
I would have loved to implement a story but unfortunately I ran out of time for the current jam. Also with this being my first jam, I didn't want to dig too deep into extra things.
Again, thanks for the comment! Please feel free to rate if you would like.