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A jam submission

A World Abandoned ... miz game jam versionView game page

Metroidvania
Submitted by Michael Grieshofer (@MiDev_885) — 3 hours, 25 minutes before the deadline
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A World Abandoned ... miz game jam version's itch.io page

Results

CriteriaRankScore*Raw Score
Creative use of art assets#354.0434.043
Overall#1083.6383.638
Engagement#1803.4783.478
Overall polish#1873.3913.391

Ranked from 23 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Submitted(+1)

This is incredibly impressive a game made in less than week. The scope of this is ridiculous.

The gameplay was fun and fluid, especially once you unlock more abilities. The only problem I had was the slightly clunky momentum making some jumps kind of difficult. I’d love to see this expanded upon, especially with more varied enemies.

I wasn’t able to make it to the final boss, sadly. I managed to get myself lost after finding the wall climb and triple jump upgrades. Still loved it though!

Developer

thanks you so much 


I am going to polish up the movement and controls in the full release version 

In case you want to follow the development of the game I recommend joining the discord server ( link on the game page) 

Also the last upgrade is in the cave area at the lowest point right, just in case you wanted to complete it 

But anyway, thank you for playing my game and writing a comment, I really appreciate it 

Submitted(+1)

The sheer scope of this one. Lordy lord. Very impressive.

The game has a good diversity of abilities/armour enhancments, as well as a ludicrously sprawling map - very much in the spirit of Metroid. The menu & ability to Save/Load is a nice touch.

Given the amount of features and level work that's gone in, it's hard to fault the slightly clunky elements of moment to moment gameplay - but I do think that given more development this would be the area I'd like to see given a slick polish. The ideas are all there and implemented well enough, but there are occasional hiccups and moments that cause frustration when a double-jump doesn't pop properly, etc.

Really great job overall :)

Developer(+1)

I will polish the movement in a full realise

thanks for playing and taking the time to write a comment :)

Submitted (1 edit) (+1)

where do you get off making a fully featured metroidvania in a 48 hour game jam?????

Good controls, beautiful music choices, insane level design, godlike usage of the art pack. My criticisms are that the double jump would intermittently fail to function, checkpoints are painfully rare, and the critical path after upgrades were not always as clear cut as they should. I very nearly turned away from the path forward after both the double jump and the glider upgrade because the level of precision the jump asked of me made me unsure whether it was the right choice. I am currently completely lost after I returned to the first area from the ice stage, but I can confidently say you knocked it insanely out of the park.

Developer

Yeah thats where most players stop , the game opens up at this moment and the pace gets a lot slower . at this point the main upgrade path is almost over and the player has the choice of ending the game ( if they can find the last two upgrades ) or searching for the 100 % .

But I must admit that this part of the game isn't as well designed as the other parts where , its a bit too big and looks very samey all the time 

thanks for your comment and playing the game , very appreciated 

Submitted

Your Mac build doesn't work. I get a simple "The application 'Miz Jam' cannot be opened. Let me know if you fix it, as i'm really interested in playing this one.

Developer

A friend of mine uses mac and for him it seems to work, I don't know what your issue could be

Sorry 

Submitted

Really incredible use of the assets - the game looks gorgeous.
It's also ridiculously long! I got the glider and was scaling up the section after the glider, and I died and got sent back to the previous save point, so I gave up there. I think with the long platforming sections, more checkpoints along the way would be awesome.
And the platforming sections with the little car mode were kind of difficult to handle, due to the car's speed. 
I also was pretty irritated that the little robots would follow my character during the middle of their jump arc, made it really annoying to fight them. Seems like they should have been locked into their jump arc when they start it, allowing me the chance to sneak under them and shoot em down.

Other than those tiny little criticisms, it's an incredibly detailed, extremely polished, and very full game. Engaging as hell, and I enjoyed my lengthy playthrough quite a lot! Great work!

Developer

yeah you are right the robots should lock into a jumping speed , I was planning on changing this anyway , because the solution how I did it was just easier to program and i'm lazy :)


to the criticism of the checkpoints , you are also right , the mountains are basically two very long getting over it sections that can be very frustrating so early in the game , in the full version I will focus more on exploration in the beginning instead of skill based platforming . 

But this doesn't mean there wont be any hard platforming sections . because I looove hard platforming sections ,, just later in the game and maybe optional ( something like the path of pain would be very fun to design , just a lot harder , because the path of pain is soo incredibly easy .. ) 


but whatever , thank you a lot for the kind words and checking out my game , very appreciated  

Submitted(+1)

Impressive and really good usage of the art assets!

It is a good tribute to the 2D metroid, you nailed it the concept perfectly!

The only criticism that I have, it is about the controls of the main character, I found them quite stiff, so sometimes I found that the jumps were difficult to execute properly.

But overall really nice job!

Developer(+1)

thanks for commenting and playing my game 

i wanted to combine the stiff movement and shooting of samus in super metroid and the focus on movement and accuracy that the knight of hollow knight into one and I think it worked out somewhat successful , so maybe your issue comes from the speed of the drone ? 

I heard a few complaints about that , and I will turn the speed down a bit in the full realiese

Submitted(+1)

For me the speed of the drone was ok, I replayed some of Hollow Knight, I think that your character falls too quickly, and he has no too much of air control. For example, in Hollow Knight, when I press a longer jump button, I can fully move in the air, and the character doesn't fall quickly, so I have time to do the perfect landing on the platform that I aimed.

I know that it is not easy at all to find the perfect formula, I bet that the developers of Hollow Knight spent many hours on this element.

Feel free to ask more questions if you want more detail.

Developer(+1)

I played around a bit with the movement and did try to reduce the gravity a bit while falling , gut it doesn't matter how much I turn it down , either the character feels too floaty or too heavy. gravity I got seems to be near the sweetspot for my needs , but I think there is an issue that is that I don't limit the falling speed , the falling speed increases over time , so it gets very high very quickly , I think if I can figure out a nice max falling speed the landing should be a lot easier to land jumps , also I decreased the speed of the drone slightly and it is soo much better 

thank you for the feedback on the falling speed , I wouldnt have found that without it  

Submitted

Your fix sounds nice, and no problem, I'm happy to help you :)

Submitted(+1)

This feels like a complete game, it's amazing. I appreciate the time you spent on the level design. And the start menu immediately establishes the theme, so good work there.

A few notes:

  • You mentioned that you wanted to make the platforming challenging like Hollow Knight. I understand what you mean, but I would appreciate a little deceleration on the movement so that it wasn't too sensitive and harder to land jumps. In HK, there's a slight delay between releasing input and movement stopping, so it just feels a little more fluid.  I don't think it's lag, either.
  • I experienced lateral movement is disabled while in the air if you are also pressing up. Not sure if this was intentional.
  • I notice the enemies freeze when they are off screen. In some situations, that means an enemy jumps in the air and doesn't reappear until I look up there haha

I like the challenge of navigating your way around and remembering the locations you have to revisit. Very good exploration feel, and very satisfying to build up your sense of the world. It was very immersive!

Developer

so you are saying that in hollow knight there is a slight delay between letting go the button and stopping , 

I did just start up hollow knight to prove this , and it is not correct there is no delay in hollow knight . 

the only thing there is is a slight animation pushing a bit forward and puling back again but the position of the knight doesnt change . 

this is a very neat detail in hollow knight , the game is full of this stuff and to reach such a high level of polish as hollow knight has is a dream every game dev has 


to your problem with lateral movement : 

this should't happen , it isn't disabled or something and should work perfectly fine , maybe it has to do something with pressing to many keys at the same time on your keyboard. I had this problem once with a cheap keyboard where I couldn't use WASD and the arrow keys at  the same time , maybe test if this is the case.


and yes the enemies are not processing while not on screen , I will make the range of this trigger a bit bigger , so it isn't as awkward :)

thank you a lot for taking the time to play my game and writing a comment 

Submitted(+1)

How funny, I also started up HK before making my comment, just to check! We might just be interpreting the same detail differently. Whatever the case, it does have something of an effect. I absolutely agree, mechanical polish is something that could take a long time.

I felt what you meant when you recommended using a game pad. I didn't have mine handy to pull out, but I guess it's a lesson in controller support. I didn't even think of it! Sounds like DrManatee had some good ideas and feedback there.

It was a pleasure!

Submitted(+1)

i like what you made out of the art kit!

Can't play this game right now cause my internet is failing but from the screenshots there's alot of quality into the art^^

Maybe i'll download it tonight

(just wanted to give props for art originality lol)

Developer

I hope you will enjoy it : )

Submitted (1 edit) (+1)

Ok so it got me playing for I think half an hour or maybe an hour, I was completerly absorbed. Awesome work!
I would add a map, don't consider them as suggestions but a personal preference. I felt lost some times in the mountains and especially when I returned to the first area but from another point.
Also, in the part where you fall down a lot and have to go back up, I was interested in trying all the paths I saw ans many times they just brought me back down. I think it's a problem with the fact that your game initially proposes a wide range of exploration, but in that section it's mainly straight platforming, so it's a little confusing, but a map would have made it more clear.
All things considered, PLEASE make this into a full game, I love it!

Developer

the WAS keys are bound to abilities you unlock later so the only thing you could have missed is how to diagonally shoot . the key for that is Ctrl 


I know I have to rework the controls and in the full version I will include multiple control schemes 

Submitted(+1)

Actually I missed that I could shoot in other directions, so yeah maybe the controls should be made a bit clearer. Anyway it's a truly fantastic games, I've changed my previous comment into a review

Developer

thanks for giving it another shot 

the full game is coming , prepare yourself 

Submitted(+1)

Very polished indeed, in terms of presentation and overall style. Really clever use of the assets with some nice scene decoration and what I assume are combined sprites. I think with more time, going forward, a bit of variety in the visual presentation of the various areas would help, but otherwise, great stuff. 

Developer

that's exactly what I'm going to do : ) 

thanks for checking out my game ( by the way , yours was one of my favourites so far )

Submitted(+1)

While I think the presentation is polished (menus, music, sounds) I find the gameplay could have used some more time. Adding some lerp to the movement would have made it feel a lot better.


Despite that, making a metroidvania this expansive is an impressive undertaking for a game jam, well done!

Developer

I don't know what you mean with adding lerp , the game is not grid based , if you mean acceleration it was a decision of mine to not include it to allow for very hard platforming like in hollow knight 

thanks for playing my game and writing a comment tho . I appreciate it

Submitted (1 edit) (+1)

I think I've played enough of the game where I can provide proper feedback. There is a lot so I will section it off.

Keyboard Controls:

aside from what we've already discussed, I think 4 buttons for abilities is way too many to keep track of, especially once you add more complex enemies and weapons.

I think this can be simplified to just two buttons: shoot and glide. If you are willing to make a small sacrifice you can even narrow it to just shoot.

Air Jump: this can be bound to the spacebar 

Droid climb: this can can be bound to right/left + up while against a wall. 

Glide: if you're willing to sacrifice aiming up in the air, you can make it bound to up while in the air. Either way, it would feel more natural if you could press down while gliding to cancel it.

Also, it would be nice to have movement bound to WASD but that's just a personal preference.

Navigation

I respect your decision to not include a minimap, but as is the game is really hard to gage whether you're making progress or have even visited an area before. I have a few ideas on how to fix that.

You could add more unique landmarks to the map, like a giant derelict robot in the background. This would make players recognize the terrain better and know if they've been somewhere before.

You could alternatively add a way for players to mark areas if a player realizes they need to come back with a powerup. Similarly, you could mark the areas a player has been in some way, such as with fog that gets cleared or something.

If you're willing to compromise slightly on adding a map, you could only add a map that shows the overall world areas. No player marker, no details, just an overview of how each area connects to each other and how shows how many areas there are.

Progress

In open world games it is good to have an end goal to work towards so the game doesn't feel aimless. In Zelda: Breath of the Wild you always know where ganons castle is but you know you aren't powerful enough to take him on until you explore. This game could use something similar, because I have (what I believe to be) all the upgrades and have explored almost everywhere in the map but I couldn't find the boss.

Overall

This is an amazing game, especially for a game jam. It feels expansive, immersive, and is really well done. This is definitely my favorite game I've played so far and definitely the most ambitious. Keep working on this and you will have a really solid Metroidvania on your hands! Don't let my criticism be discouraging, I only took the time to write all the criticism because I enjoyed the game so much. Good job!

Developer

WOW thank you so much for this much feedback , this is so useful to me , the changes in the controls are a great idea. 

the idea with the landmarks was something i actually planed on doing , I wanted to add a dinosaur corpse where you find the miniature gun and some big tree on one of the floating islands but neither the art pack nor the time where on my side so I cut this Idea in expense for adding polish and SFX , 

for the goal or destination like ganons castle in botw  , I get where you are coming from but I think I have an idea for  story where the whole point is the aimlessness , but your also right because the player needs an objective to work towards , so maybe I can come up with something there . 

I also have a lot of Ideas for the better navigation , first  I need to redesign the upper part of the first area because it is very rushed and looks very samey all the time , there are also also almost no secrets to find and enemies are copy and pasted without reason , I also think the area is way to large , 

I thought about instead of adding a map , adding a system that can store screenshots and lets you take notes and also provides a description on where to find the place , 

I also want to add a way to upgrade savepoints to let you warp to and between upgraded ones 

another idea of mine was to include small RPG mechanics to encourage killing enemies , as well as a way to gain money and lose it after death but I'm not a hundred percent sure on that one , maybe something along those lines .

What I want to do now is rate other games of the jam with low ratings ( I'm currently on my quest to get every submissions to at least 3 ratings and give honest feedback ) , but after this rating phase I will keep on working on the game and maybe make it into a full one ( more full) 

Maybe i will make a devlog for sharing the development and giving other people the chance to give feedback or hand in ideas , the devlog will be in written form on the itch page and I also really want to make it into video form , because its something I've never done and I want to try it .

thank you so much for taking the time to play my game to 100% and writing this amazing critique  

Submitted(+1)

I really like your snapshot idea, it is a lot more natural and fitting than any of my suggestions, kudos! The finding places by description is also a good idea, but you would need to have very unique, descriptive areas for that but it seems like you're planning on that anyways. I think if you lean into the snapshot / memory / notes mechanic it'll definitely help the game find its own niche.

I think adding some sort of reward for killing enemies is a good idea, I was going to mention it but just forgot.

And nice, glad that you are helping out the games with no ratings, I've been doing the same! I look forward to following the development of your game after the jam

Submitted(+1)

Very impressive amount of work gone into this!Will be replaying with a controller after reading other comments. Really impressed with  the main character and overall creativity with the sprites

Developer

thank you so much

Submitted(+1)

Creating a metroidvania is an impressive feat, well done! I got lost and couldn't finish though, maybe consider adding a map if you continue working on this.

Developer

I will continue working on this .

I ' m not sure about a map tho , I usually dont like maps in video games but maybe there is a way I could implement one without ruining the feeling of being lost , witch is a part of metroidvanias I really enjoy and wanted to double down on 


thanks for playing the game and leaving a comment , always appreciated :)

Submitted(+1)

If you want to avoid using a map, maybe adding some unique landmarks would do the trick. This is a good way to give the player markers in the environment without completely taking away any feeling of exploration.

Developer

yeah I'm going to do that , if you are interested in the future development of the game consider following me here on itch , because I'm going to keep up the development and will post devlogs after the rating periode of this jam

Submitted(+1)

Wow, I started playing this not realizing you had made an ENTIRE metroidvania, hats off my man. The music was all great and the second (mine) area reminded me of The Dig, kinda. In a good way.

The only thing I would bother changing so far is the drone controls--they're a little touchy. Especially when I just want to move a little bit. (Though I was playing on mouse and keyboard, so that might be a me thing?) 

I'll probably go finish this some time, but for now I gotta leave a comment and rating.  Really great job!

Developer(+1)

yeah I heard a few complaints for the speed of the drone , I made it so fast because I just liked it that way , but I also admit that there are a lot of situations where it is way to fast , maybe I can adjust the speed in the update I'm planning to make , witch will include new enemies , areas , bosses and abilities , just because I love working on this project . 

Im so  glad you are enjoying the game so far and it is just amazing to hear from people that my game impresses them , because it was the most fun I've ever had when making a game and this seems to carry over to playing the thing 

Submitted(+1)

I thought the speed was fun, just hard to control! :D Seriously, great job!

Submitted(+2)

I don't have a controller so this was really janky to play, but the intended way is with a controller so not your fault. From what I could tell so far, the art is used really creatively and the menus are all really polished. Wish this had more keyboard support, but looks like a great game anyways!

Developer

yeah sorry for that , i'm more of a console player so it is very hard for me to decide how to map the buttons for the keyboard , I tried my best tho . Maybe it is because the way you play super metroid is burned into my muscle memory . 

what would you change for the keyboard controls ?

Submitted(+1)

I feel like first off adding controls descriptions for keyboard would help! I saw the tooltip that said press R1 and I was like "I have no idea which control this maps to". The jarring thing about the controls on keyboard is that you can't shoot diagonally without moving. I'd assume that the aiming is handled with twin sticks, right? If that's the case, I think there are 2 routes you could go that come to mind. 1: You could make aiming happen with a mouse, while still constraining it to the 8 directions. 2:  This one is a bit worse but you could have a button that locks your character in place and makes the arrow keys move.

Developer

aiming diagonally is mapped to Control ( maybe this gets rid of the jank and makes you give the game another shot :) , maybe ?) , and yes I should have had tutorials for keyboard controls  , I will add these in a improved version in the future . I also knew about the need for keyboard tutorials , but at this point in development the final boss was bugging out and there where still no credits . 

Should I have focused on accessability instead of adaptable music ? ... maybe , 

I  put the controls on the game page but I guess that is not obvious enough . 

For the idea with the mouse , I dont think this would work because of the way my aiming works in the game and a few abilities later on in the game . 

and for the second idea , thats how it works , just not the standing in place :) 


thanks for replying tho , and btw I did write a very detailed comment for your game , check it out if you want 

Submitted(+1)

oh sick, I'm definitely gonna give the game another shot now, it seemed really well done. And hey, little improvements that you run out of time for, that's just a part of the fun of game jams!


I'll check out the aiming with control and reserve my judgement on the aiming until then, your control system is probably better than my idea

Submitted (2 edits) (+1)

Ok I gave it another shot and wow, I'm enjoying it a lot! I love metroidvanias and this one is no exception. I like the morph ball and how the map opens up more with each powerup. The cave area is also really cool and the music helps sell the change in scenery. You control scheme is definitely better than my suggestions, feels natural.  But uhhhh I'm at the part where you get the double jump and it doesn't seem to work when I press space twice, what's the key for that?

Developer

its A , you can look up all the controls on the game page , gut all the buttons you will ever need for abilities are WASD 

I m glad you are enjoying the game so far and btw you are currently not even 50 % into the game , there is a lot of content

 

Submitted (2 edits) (+1)

I ended up figuring it out by randomly mashing the keyboard LMAO. Looking at the controls was probably the better way of doing it though. I got thru the cave to the icey part, and I can say that I really appreciate the coyote time on the tunnel drone parts. The cave area is excellent and fun, and I appreciate the ability to explore for extra health pickups.

The icey Getting Over It part is very frustrating, which might very well be the intention. The higher jumps seemed so tight that you couldn't make them if you jump off the edge of the platform, you can only make them by abusing coyote time. That combined with the huge amount of backtracking you need to do each time you fail a jump makes it feel very discouraging. I feel like either tight jumps or losing all your progress on a failed jump can be fine, but the combination of both is kind of unfair. I'll have to come back to it later to try and beat it.

Developer

yeah getting over it was actually the inspiration for the mountains , but I don't think the jumps there are so tight that you have to use your coyote time , at least my little brother did not have to much issues , maybe you are missing something ?  

Submitted

Your little brother is probably just better than me!

This is the part I was talking about, I finally made it but only because I waited until I was falling off the edge of the platform to jump

Submitted

Now I am unsure of where to go next after I get the warp on top of the mountain. It seems to loop around to the start but I am not sure where I need to go to progress. Also is it possible to teleport between warps? I accidentally hit the cave warp when looking for where to go next

Developer

if you are on the top of the mountain where the checkpoint is , you just have to go left until you enter in the next area , and a small tip : 

try jumping as the morph drone to jump further