Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags
A jam submission

Trash QuestView game page

Get your grubby hands on that trash.
Submitted by FrancisVace — 12 minutes, 41 seconds before the deadline

Play game

Trash Quest's itch.io page

Results

CriteriaRankScore*Raw Score
Sound#34.3334.333
Visuals#54.6944.694
WOWIE!#483.8893.889
Fun#543.9443.944
Simplicity#3153.7223.722
Creativity#3263.3613.361
Topic#6172.6392.639

Ranked from 36 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Music Source
MoppySound

Credits
Francis Vace

Leave a comment

Log in with itch.io to leave a comment.

Comments

Viewing comments 20 to 1 of 29 · Previous page · First page
Submitted(+2)

This game is LONG. Very well done

Submitted(+1)

This is the best game I have played in this Jam. Great music and really nice controls (i like that you implemended controler input). Keep expanding a bit and release it. I love the artstyle

Developer(+1)

Thanks for the feedback :)
I currently have plans for (hopefully) about 2 weeks worth of post jam polish and additions for a full release version.

Submitted(+1)

Fantastic Game! Everything felt prettz nice to plaz and sepia pixel Graphics are something that zou dont see that often. Its crazy that you built such a large game in such a short time.

(+1)

I didn't expect to find a mostly brown color palette so attractive, but the visual design on this game is well done! The music also fits the game, it's exciting without being too overbearing, and I love that each area has it's own theme. In fact, it was the music, not the map, that first made me realize the map was sectioned off into different areas.

The rooms and progression are well designed, and I think each new mechanic is intuitively introduced.

In the opinion, the heart system is unneeded and I think the game would provide enough of a challenge without it. It got annoying being reset back to the beginning every 4 hits and having to run through multiple rooms, just to face the same difficult spot and possibly die again.  I think continuing to respawn in the same room would be fine. Ultimately, it was the annoyance of wasting my time that made me stop playing midway through.

I see how the deaths after using the wires ties in with the theme (and the electrocution animation is nicely done), but I think this is also unnecessary. Unlocking a shortcut is nice, but since I often have to return to the area to finish exploring it, being sent back to the beginning still feels bad.

I was also a bit confused by the hearts dropped when I died. While I played, I thought they worked in a similar way as in Hollow Knight, where I had to pick it up in order to regain my full life force. As a result, I went out of my way to collect my dropped heart, even jumping into death to reclaim it. I have since read your comment about what they do, in which case I suggest placing the hearts on a safe floor in the room you die in. For example, if you die on spikes, the heart would be placed on the nearest ground, not on the spikes.

Overall, these criticisms are made as if this was a finished, published game. The visuals and sounds are stunning, and the game design is very clean. The whole game is polished well. It is only a couple design choices that I personally don't like (but perhaps hardcore platformer fans do). The fact that this was done in a 3 day jam is insane. Very nicely done! I want to come back and finish playing it when I'm feeling in more of a platformer mood.

Developer

I completely agree with all of your critiques and suggestions.
After the frenzy dust of the jam settled I looked back and now I kinda think I made some design sacrifices for the sake of aligning with the theme that I probably shouldn't have.
The post jam version is very unlikely to have locked door deaths (for the reasons you laid out and also because i think the hurts the exploration to not walk through the door you just unlocked and see where it leads for yourself) and I was also talking about the design with a dev friend of mine yesterday and we came to a very similar conclusion about the placement of the hearts.
I really appreciate the time and thought you put into this, and am super glad you enjoyed your time with it :)

Submitted(+1)

This game looked incredible and I loved all of the effects - the trails, the particles, the light around you, it was all great! The game was nice and easy to control and the different mechanics were introduced at a good pace too, especially ones that opened up more of the level that you had already been to. Speaking of levels, there was a lot of it - an incredible amount of content for a jam game, and the way you split them up by music and colour helped make feel finding a new area all the more special. The sound and choices of music were great and they really fit with the general feel of the game. Great job on this one, it was a brilliant entry!

Submitted(+1)

I really like the art. The idea is also pretty cool. One thing I would say is that the game is definetly a lil too long but yeah that pretty much wont affect my rating since well its literally bonus content you cant be mad. Can you check out my game tho?

Submitted

Good stuff, the only bad thing I can say is that I'm terrible at platformers :)

Submitted

Beautiful art and sound, as others have said. Found some of the controls very unintuitively placed (for keyboard play, anyway). :P

Submitted

got to a point where i couldn't figure out how to move forward, and it didn't help that my screen's resolution is much smaller than the reselution of the game, so i had to scroll around to see everything

but still quite a fun game

Submitted (1 edit) (+1)

This game is an absolute masterpiece for a 72 hour jam. A large space station in which you dont lose orientation anywhere, because the areas are distinguished by different music and a different coloring of the map. I just dont get it, how you did this game in 3 days.

The art ist absolutely stunning. 

However, the game concept does not fit the topic of the jam in my opinion. The controls on keyboard are a bit weird too. But maybe the game is designed for controllers.

Altogether, this is a absolute amazing game. Great job!

Developer(+1)

As for the 'how' of it all: the secret is reusing existing tools from previous projects where possible (eg the camera control system) and very little sleep.

My take on the theme was little ...interpretive, I guess lol. I was trying to make a game where each death would provide a help for progression in the next life, by either dropping a health pick up or unlocking a shortcut.

Submitted

I really like the graphics and the controls feel very nice! Good Job!

Submitted(+1)

I like everything about it! great job!

Submitted(+1)

I like the idea, the music and the art style. I found it a bit hard sometime to see where are platforms. Also the controls felt a bit weird. I played with a controller and I couldn’t feel in control.

Overall great, congrats!

Submitted (1 edit)

This is a very interesting and stylish game, but it is very uncomfortable screens moving logic. In some situations, I just don't see the character and the platform to jump onto. You have to try to play at random. Screenshot

It would also be better if there were more standard controls. Jump by the space or the upper arrow, and shooting by the mouse or at least the "F" or "E" key.

Developer

Oh wow, yeah it shouldn't look like that

Maybe a bug with how my project is interacting with itch's web player?

Submitted (1 edit) (+1)

Dang, a whole Metroidvania during a 3-day jam? Props.  The soundtrack is full of certified bops, too.

Developer

Haha yeah I definitely bit off a little more than I could chew.

I had plans for a bunch of different tilesets for the different zones, but I pretty much had to scrap all that as the deadline got steadily closer and I was still working on building rooms.

Submitted(+1)

all the visuals are amazing! and the game is really juicy, but i didnt understand where to go or what to do.

it took me a long time to understand how to jump midair, but even after that I didnt know how to open the doors that blocked me, or what is the right way to go.

I wish I just understood that, becuase its so fun to move around in this game! 

Developer

I'm planning on making a walk through with a map and instructions soon. (Essentially creating my own version of what fans would do for a game like Hollow Knight)

I can ping you again when that's live if you'd want.

I hope you were able to enjoy the bits of the game that you did find.

Submitted(+1)

oh i totaly did, it was great! 

Submitted(+1)

This game is just amazingly polished and well made, great job! 

Submitted (1 edit) (+1)

Awsome game! My only feedback, that the game is hard and the resolution has a weird ratio.

Developer(+1)

Thanks for the feedback. One of the things I decided was to make the resolution the same as the Game Boy Advance (240x160, 3:2). Shouldn't have been too much of an issue in an embedded window if I had been able to get the web version working. Hopefully I can fix that soon. I hope the standalone version's aspect didn't look too weird for you.

Submitted(+1)

Really polished some great art and music

Submitted(+1)

Amazing pixel art!

Viewing comments 20 to 1 of 29 · Previous page · First page