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Abyss Diver's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Visuals | #6 | 3.333 | 3.333 |
Metroidvania | #6 | 4.000 | 4.000 |
Enjoyment | #7 | 3.333 | 3.333 |
Overall | #7 | 3.267 | 3.267 |
Execution | #7 | 3.000 | 3.000 |
Audio | #10 | 2.667 | 2.667 |
Ranked from 3 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Team/Developer
BlueBrain
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Comments
It's been a great experience. I love the aesthetic combining 2D with 3D. The combat feels quite good; you have to get the hang of it, but once you understand it, it's quite fun and responsive. The same goes for the dash jump; at first, it's a bit difficult to get used to because you have to jump immediately after dashing, but it's quite fun once you master it. I stopped playing because of a bug when entering the first room of the hallway after the Boss (or first Boss, I'm not sure). I attach evidence.
I liked the gameplay so much that I tried it again but got the same error.
Another suggestion is to add the ability to run (I'm not sure if you've already done this since I didn't finish the game), and maybe more combos. Also, the scenery feels somewhat empty, but I assume that's because of the rush for the jam.
Anyway, great entry for this jam. I hope a final version of this game comes to fruition. Great job!
I hadn't come across that particular bug yet, I'll have to look into what's going on there. I'm glad you enjoyed the rest of the game though
You've made a lot of improvement to the combat.
The regular enemies had tougher AI, and the Boss seemed fairer.
I had a lot off trouble with the encounter just after gaining air dash though.
It seemed like the only viable way to beat them was to parry, but if they weren't in sync, one or both of them would whoop me. Not sure if there was something I was missing.
I accidentally skipped the instructions at the beginning. I wanted to see the next slide, but I guess it was on an auto timer.
I took to using over hand to use the dash ability since it needs quite a fast input. Maybe consider putting dash on one of the bumpers. Maybe. It's fine as is, but it might be more comfortable to let the player keep their thumb on the Jump button when they want to perform a dash>jump>dash.
All in all, great job on the concept so far.
I'll post my recording when it's up. Having some audio issues with it.
EDIT: It desyncs quite badly towards the end. I think the rest is OK.
Great base so far!
The lighting is nice a moody, and the sprites look good. I like the split with the stairs and the verticle hallway. It's a great way to show the equal importance of both Height and Depth in exploration.
The bit where you had to Dash then jump took me a minute to work out. I kept trying to Dash mid-air, then I'd fall down and sometimes trigger a Brawl on the left again. I also couldn't beat the Boss after a few tries. I'd have tried some more if there was a checkpoint, but it was too annoying to go through it all again.
I guess the main thing is just that the combat needs development. Right now the best strategy is to just keep punching and let the enemies walk into you, since the damage window is so wide. I tried to be a bit fancier, blocking and alternating, but it never seemed that effective, and I'd often get stun locked between two enemies and die. Maybe this is why I was ill-prepared for the Boss. Or maybe it's just hard IDK.
(Also good call going for a 2D look in a 3D world. I've been experiementing with verticle Brawler elements for my game, and trying to do that shit in 2D is a headache! I wouldn't mind a little feedback too if you can hit me back.)
Thanks for the feedback, combat is something i've been struggling a bit with to get right, so far i'd say the deflect mechanic is really only worth it against the boss since regular enemies don't have poise anyway and as you mentioned the best strategy is to just punch while they are walking towards you. I also noticed the stunlock happening quite a lot and i'll definitely try to find a fix for that, i already have some ideas in mind.
I hope to get quite a bit more work done before the end of the jam so i hope you'll give it another try once it's over :)