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A jam submission

Can't stay forever - MetroidvaniaView game page

A metroidvania game - All about physics puzzles and exploration!
Submitted by Tail Clap Games (@ClapTail) — 7 days, 4 hours before the deadline
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Can't stay forever - Metroidvania's itch.io page

Results

CriteriaRankScore*Raw Score
Gameplay#63.4293.429
Engagement & general#63.4293.429
Overall#72.8572.857
Audio#82.1432.143
Graphics#83.4293.429
Story#81.8571.857

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
No Team, Tail Clap Games

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Comments

Thanks for the game!

I liked how you worked with color and shape to communicate all the information without visual clutter. The 'grappling hook' mechanic was interesting to play with, although it led to some glitchy situations sometimes. It's interesting how the game taught me to play itself through interactions with the environment as new abilities expanded my possibility of space significantly. Also, I think the lighting effect was really great at directing attention to significant objects and room exits.

With that said, I did felt lost from time to time, unable to cohere a mental map of the game world (the space was too abstract!) and understand where I have to go to move forward. Also, it wasn't always clear if rays of light show you direction to the next room or are they just highlighting an object. Eventually, I got stuck and unable to finish the game.

Nevertheless, it was a nice experience!

Submitted(+1)

This was nice! I really liked the puzzle aspect of it, and even though the art is simple, it looks good. At one point I was able to shoot across the room using the hookshot, and I'm not sure if that was intentional. I think it was the first room where the "dust" effect is in. I shot the hookshot to the right off the screen, and suddenly I shot across the room into the next room lol. It was a little difficult playing on a laptop with trackpad, but that's my own fault. Had a good time with this, great work!

Developer

Thanks, I'm glad you liked it! And no you weren't meant to be able to shoot across an entire room, and skipping it, but that's what happens when working with a hookshot, when it zooms you across the room there is little I can do to restrict that. I tried in most rooms to make it impossible to skip the puzzle, but still my solutions are only to alter the tilemap, and even then you are able to hit targets way off. I added a timer to all hooks when shot as to attempt to prevent this issue :)

Submitted(+1)

I really like this one. It's a clean, simple aesthetic, the sound is clear and communicative, and the physics puzzles are enjoyable.

There were a couple points where i wasn't sure what to do, but manage to get around them. I was never sure if I was meant to do what I did, though.

First time playing through I bypassed the "wind" blocking the ending after getting the mouse interact but before getting the wind ride ability. I simply went around the wind (through the wall to the left).

I like the intro and ending music, but would have liked some ambiance during gameplay.

Overall, a solid, enjoyable game with nice puzzles!

Developer(+1)

Thanks man,  I am glad you liked it,  I am unsure about which wind section you are referring to where you were able to bypass it. I would love to know which one specifically if possible.

I agree with you on the music for gameplay, I was looking for some royalty free ambience, but didn't find anything good really, so I just skipped that.

Submitted(+1)

I loved a lot this game, it's simple but also the physics puzzles are really good implemented. Also I love the fact it's made with Godot, same as ours. You have to share how you made those cool transitions I struggled a bit and probably over engineered my solution to that.

Nice job and awesome work!

Developer(+2)

Thanks for this very nice comment.

The transition animations are pretty simple actually, each exit is an Area2D with a two collision bodies (one for each side) this ensures that I can detect the player going in from the left and from the right. Within the body is a sprite. The sprite is constantly rotated and its scale is enlarged, if the player has entered the door.

I use the onready function to do the opposite of the transitions, so that the door animation plays to swoosh the player into the next room, and also swooshed to de-transition :)


I can share the code if you like but I think the general idea is enough to get an understanding of the principles,  so that you may implement it into your game :)

Good luck

Submitted

thank you very much for your explanation ^^

I followed a similar approach, using areas2d, but, as I used different scenes per level, I used position2d to know where to instance the player on the other side. I think it's a bit messy, but as a firts time doing this, the result was satisfactory!

Developer(+1)

I  exported two variables per door, one for the next room and one for the spawn position of the player in the next room.. So yea, not great :D

Submitted(+2)

I did the same thing! I had a Position2D for my player target position and another one for where to put the camera. Seems to work OK, at least. :D

Developer

I had the camera as part of the player though :)