I got stuck in a few places and had to restart. Not a big fan of the controls either, would be cool to have other options. Good job though.
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bacteriovania's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Metroidvania | #7 | 3.200 | 3.200 |
Sensory | #9 | 2.900 | 2.900 |
Overall | #10 | 2.775 | 2.775 |
Execution | #10 | 2.700 | 2.700 |
Enjoyment | #12 | 2.300 | 2.300 |
Ranked from 10 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Team/Developer
Levi Carpman, i_forger, mirinfano
Engine
Godot Engine
Comments
It's a solid game, would be better with some information on how to play in regards to the melee as mentioned in other comments.
This game has a cohesive pixel artstyle, with music that matches the theme well. The map design definitely has a metroidvania feel to it. I appreciate that it runs in the browser.
Here is what I would improve:
- Prevent player from being softlocked in front of boss door
- Improve spawnpoint system, so that the player only has to defeat the boss once
- Damaging squiggles in the climbing section should be red, to contrast with the wall/floor tiles.
- Add a hacking/attacking animation
Overall, this is a pretty fun concept that shows promise!
A very neat concept! For the first little while, though, I was confused. I didn't realize that "melee attack" meant taking over an enemy. It took until the first boss arena for me to realize this was how to combat enemies. Movement feels nice, but the controls are not really what I'd expect. I naturally went to use the arrow keys to move, but quickly swapped to WASD when I realized I had to use JKL for actions.
A few in game explanations would go a very long way. Potential!
A bit rough around the edges that could do with further refinement but what's here is a decent basis.
The for graphics are a simple yet clean monochrome style which works for the overall game and helps give it a bit of charm.
All the core upgrades are there, double jump, wall climb and dash. I'd just recommend easing off on the gravity a little as the high fall speed makes it feel a bit clunky to make some of the more precise jumps.
The enemy possessing is also an interesting idea with a lot of potential, though it could do with more feedback on how you take enemies over. I think you press J when next to an enemy but its hard to tell as there's no animation.
So overall, not a bad prototype. Some work here and there and it could certainly become something.
Thank you for the feedback.
The player's animations were finished in the last 10 minutes of the jam, although the lack of an animation for possessing an enemy is a bug so I should fix it.
About the jumps: if I reduce the gravity, I'd have to redesign the map. But I agree that I could have made it lower.
The description has been updated, so now it should be clearer which button does what
I love the idea of taking over enemies! I really wish there was more feedback though since sometimes it was hard to tell that I was taking damage. The art style was also really interesting! I hope you guys keep working on this because it's really cool.
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