Awesome, the graphics and sounds are perfect. Combat system too, but I want a bit more dashing around and knockbacks, I think the player shouldn't be able to control that much air movement, and also its possible to spam S + K combo on all enemies (but it almost does no damage, so thats a good thing). Tbh it's perfect, but the only thing i'd change is K can be used once, reloaded if touched the ground or killed an enemy (so it's still possible to pass through the hovering 1 shot robot parts).
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Plotonium Destructive Edge X: Wings of Solitude's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Fun Factor | #1 | 4.300 | 4.300 |
| Overall | #2 | 4.400 | 4.400 |
| Audio | #2 | 4.400 | 4.400 |
| Visuals | #6 | 4.600 | 4.600 |
| Originality | #15 | 3.950 | 3.950 |
Ranked from 20 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Is your entry a video game or a physical game?
Video game
Was your game made solo or in a team?
In a team, Geomont @Geo_Montauk and None @NONEdev_
Did you use any third party assets, if yes what assets did you use?
Nope, everything we used was made by ourselves
Did you choose from one (or more) of the optional secondary themes?
We chose both Showing Off and Insects (in a single boss lol)
Does your game contain any 18+ content?
Nope
Comments
Crazy ambitious. There is an unreal amount of content/polish for just being made in two weeks. The only thing I can say is that it seemed redundant in some cases to give the player additional abilities instead of replacing the old ones. For example, the axe just seemed like a better version of the claws, so I never found myself wanting to use the claws once I had the axe; since they are so functionally similar, giving the player to switch between the two on the fly just complicated the controls/ui. Similarly, I wonder if it would have been better to upgrade the dash to function similarly to the hoverboard rather than adding an additional button combo for what is already a really combo heavy game?
Regardless, this was still a surprisingly solid beat em up. Good work.
Thank you for playing! The multiple weapons exist because of the hack 'n slash nature of the game, which purpose is to use your arsenal to the fullest capacity to get a better style score, although it is true that the moveset is essentially the same for the two weapons. The original idea was to make the axe more focused to crowd control while the claws were focused on burst, but the idea didn't land quite well haha
The dash had to be different to the hoverboard due to both of them serving different core purposes, but it certainly could be simplified.
Thanks the feedback!
Wow this amazing. You had a story to it, some great UI, great gameplay and all. This is awesome. You all did an awesome job on this. I like the art design you went with for all this. And like the design of wolf. One thing i notice is when i was playing this happen where i saw this pixel line appear near the beginning, just wanted to point this out but this great.
Thank you for playing! We're glad that you enjoyed it!
We are so confused about your error, that's something that never happened to us in another game. Does the line have collisions? Does it appear and disappear or something like that? Did the game show some other error symptoms? Did you play the jam original version or the fixed version?
I'd like to think that the cause is we worked with an old engine (Game Maker Studio 1.4). We are sorry for the inconveniences and I hope we can upgrade into a new version of the engine or another engine soon (or fix the error in case it's something else haha).
it doesn't have collision as in block. it just seem to appear when i was walking on the level normally. This was in the fixed version. It does disappear when i move away just at that one location it appears but then disappear when you move away. just was strange. Anyway, just thought i give a friendly heads up on it. I didn't run into any other issues. That all :)
wow - if this was truly made in 2 weeks - this is super impressive. You guys have a great work flow to be able to accomplish all of the work you put into this game - a 2D pixel art platformer/devil may cry like with multiple levels and abilities, enemies, and even bosses!. I wouldn't be surprised if this was fleshed out into a full game eventually. I really dig the cartoonish art style - every character had it's own unique design - was also very readable. The combat was fun too and pretty solid for a short game jam. My only gripe real gripe is the lack of controller support. Great job!
Thank you very much! Yup, I couldn't really ask for a better co-worker than Geo, I think we do have a great synergy (although he has to hear me yap about dead-end topics for hours lol). Indeed was made in 2 weeks, but by over-exploiting our butts till the very last day. It was a big sacrifice, but it's what we really wanted so it was worth every second of sleep we lost. ^^U
Our goal is to eventually do a full experience, so feedback and kind words like yours really help us to grow, so I really want to thank you!
It actually has controller support! (well, kind of). Both PS5 and Switch controllers are not detected due to the engine being too old (GMS 1.4), so you gotta use an external app like DS4 (sorry about that T-T)
Once again, thank you very much! It really encourages us to keep going. Much love! <3
Jeez! Well, it was worth the pay off. I can definitely relate with my game and implementing the 3d models.. definitely sacrificed some sleep to get them in - though I wouldn't say I was to the point of eating ice cubes to stay awake! Lol and yeah, I guess my problem was that I was using a ps5 controller. I can't believe you guys are still on gms 1.. although I do know some people who still use it.. I was a long time gms2 user before switching over (back) to Godot.
I beat the first level and I'm like "yeah that was pretty awesome good job." Then I see the abilities screen with the hoverboard and I'm like "There's a LEVEL 2?!?! Then that kept happening until the end of the game. (And then NG+ what the hell?? What kinda gamejam game has a NG+)
Amazing work. Great dialogue. Peak.
This is incredible, aside from the awesome hack and slash platforming I love the character portraits, the dialogues (coughing baby meet hydrogen bomb line is 10/10), just amazing work all round.
We're glad that you liked it.
We've been thinking about making something else with the characters (From Plotonium Destructive Edge and Plotonium Explosive Smasher), so it's good to know that their interactions are interesting. Sometimes we feel that we can't put every idea that we have with the characters as the games are too short.
Thank you for playing!
It's a pleasure for us to participate in these jams every time we can, you always choose the best possible themes. You have motivated us to continue developing games in a way you can't image.
About the controls, we are sorry for not adding a gamepad UI, but if you press 9 in a level you can go to a practice room to fully test the moves and combos.
Greetings, everyone. It is a pleassure to announce that we just found what caused the crash and uploaded a fixed version (along with the original, of course), so if you want to try again for a crash-less experience (I hope T-T) feel free to do so!
Thank you very much for the understanding and sorry for the inconvenient!
This is epic
Slight change that could help with the spikes/falls/etc. would be if there was a brief delay that starts before respawning, that way the player can have some time to release the movement key.
Otherwise, it was very, very cool, the DMC influence is apparent and a good amount of the nuances in it were carried over well. As someone who likes both MMZ and DMC this game was peak
That was a very impressive amount of work for two weeks! Great job!
Like others have said, the platforming got kind of annoying in certain areas, especially in the last level with the flashing points that let you dash twice. I had a lot of trouble trying to get these to work properly.
The combat was pretty fun but I kinda feel like it could have used a block or dodge to protect yourself from the enemies after they recovered from a stun. The AI was also easy to cheese in most places by just standing on a higher platform.
The boss fights were really cool, although I beat the 2nd one by just standing on the far right and spamming the attack button lol. The final boss was amazing though. I love how many moves it had and how you had to learn how to identify and adapt to each one to stay alive. It felt like the perfect amount of challenge/difficulty for a final boss
I really only had minor issue with the game, this is an overall exceptional entry and I look forward to your future developments.
Oh and here’s a screenshot of an error message I got that crashed the game in the first area (ignore the windows xp theme).
I THINK it might be related to knocking one of the enemies off a platform. I remember knocking an enemy off and thinking it was cool you could do that, and then boom: Error referencing a missing instance of some object lol

Thank you for playing the game and for the feedback! It became really hard to build a game with that much mechanics only for the player's moves. We designed it to be played mixing combos and weapons, but at the same time to be fast and friendly for those that just want a platformer game depending on how they want to play. Maybe, reaching a good balance was the biggest problem and something that needed more time.
We really want to continue with the Plotonium saga, so, stay tuned!
OK, to summarize my experience with this entry I could say: "There is no way..."
It is like a combination of Megaman Zero and Devil May Cry. Two games I really love. And it had just the perfect difficulty.
When I saw the screenshots, I was like: there is no way that it is as good as I think it will be. But oh boy, what a wonderful game. Let me summarize my gameplay experience:
started the first section - already amazing, fluid combos, nice story, perfect visuals, cool music.
There is no way, they gonna top this -> a friggin Boss battle
There is no way, they gonna top this -> a second weapon, where you can switch mid-combo
There is no way, they gonna top this -> DIFFERENT COMBO ROUTES?! (check pause menu)
There is no way, they gonna top this -> multiple different levels
There is no way, they gonna top this -> a mariachi themed mech enemy XD
There is no way, they gonna top this -> an endboss
There is no way, they gonna top this -> Teaser for more AND NEW GAME+
I played New Game+ twice, just to see if there's anything else I could've missed. I played for 3 Hours. It was that much fun.
There isn't really anything negative to say about this. The only teeny-tiny nitpick I have is, that the combo meter got reset after each section of the levels. I wanted to keep my S Rank until the Boss fights, with an S Rank at the end :(
I don't know how you guys pulled this masterpiece off in just two weeks, but I'm super glad you did. Wish you best of luck for any further projects!
Thank you for this entry! I think I should start aura-farming as well. Maybe I get my own Wolf-Mech XD
You have no idea how happy we are to read this comment. One of the ideas behind the development of this game was to make the deepest combat system we could in under 2 weeks, so we were kinda scared that the game ended up being frustrating to the players, and the fact that you dedicated all that time to understand it all and even play the NG+ really make us VERY proud and happy!
Indeed, our biggest inspiration for the combat system was the DmC franchise! Also we tried to copy some elements from Zero's moveset in X4.
And yes, we thought to keep a track of the style system to give a final rank at the end of every level, but due to time constraits we couldn't T-T
Again, we are truly grateful for your comment and it genuinely made us happy! The fact that you could enjoy this much the game truly fulfills our wishes and hopes as devs. Thank you for playing and enjoying the game! <3
Very nice visual style. The game feels and looks quite organic. But, you have to get used to the platforming, sometimes you stand in one place and try to jump over one part of the level for a couple of minutes, although it seems like this is normal for retro games, they are more of a challenge and you have to learn in the process.
This is probably my top favorite entry, period. Just for the visuals, animations, lenght, combos and stuff.
And while the jumps and dashes feels janky at times, it isnt really that punishing to matter that much. Only thing I would suggest is to hide the input guides for the skills you havent adquired yet and, depending of how much of a pain it would be in your engine, to replace the input icons for the current device used.
Other than that minor thing, this is great as it is.
The fatal error mentioned in the comments only happened to me 3 times only in the first level somewhere at the middle. I was not able to tell what exactly caused it.
(Also very fan of the all the names as a Spanish speaker)
¡Gracias por el comentario! Decidimos dejar los inputs para habilidades futuras para que todos puedan tener una guía general del juego, aunque es bien cierto que "spoilea" el contenido jaja. Tampoco pudimos colocar los inputs de mando por falta de tiempo, fue al último día de la jam que logramos implementar el tutorial con suerte, pero igual nos hubiera gustado poder implementarlo. En definitiva está pendiente para una actualización futura.
Somos totalmente conscientes de ese crash, pero todavía estamos intentando descifrar qué es lo que lo ocasiona. Fue debido a eso que tuvimos que meter un sistema de guardado. ^^U
Y sí, parte de nuestro humor siempre está en colocar alguna referencia hispana en nuestros juegos jaja
De nuevo, ¡gracias por el comentario y gracias por jugar! De verdad nos alegra bastante que lo hayas disfrutado. ^^
I liked this one, the movement has a nice feel to it. Landing feels heavy in a good way, maybe its a combination of the SFX and a slight pause or something. Overall, pretty cool. One thing I wasn't a fan of is some of the prompts for the moves showing while I was being attacked, figuring out what Space + SDJ or whatever it was is kind of hard when there's stuff going on. Maybe something more intuitive like a graphic of a downwards dash would work better. The other thing would be off screen stuff, like not knowing how large a gap is going to be or what I have to do to cross until I've failed once to see what's there.
You should keep going with this one, it could be pretty neat with more polish.
Thanks for the feedback! Indeed, one of the things we most had trouble with was the tutorial and showing the core mechancis. Definitely gonna try more visual things next time! Also yes, we'll try to keep the level design more visible to avoid injustified deaths.
Once again, thank you very much for the feedback! It's thanks to these comments that we can learn from our mistakes and do better games in the future. We truly appretiate it! ^^
Really good animations, I love the sound, and the portraits / dialogue. (I didn't read too much of them cause I was busy) but there weren't too too many, which was nice. I love the combos, I wish they were a little more forgiving for the timing. I think my laptop keyboard ghosts a bit, and due to my dis-coordination I wasn't able to do the mid-jump-attack-dash thing, but I know other people would really like that.
I experienced the crash, but other than that you got pretty much top marks from me. I could see this being a series of short episodic games.
The action is so polished and the art looked so good! My Goodness it really reminded me of games like metal slug or fighting games from the neo geo era, really well executed!
The sound and music was very good for this project and the it oozes style! Great job overall!
Mechs Combos Edge and a Catgirl ? what’s not to love :D
Really cool mega man style game with some awesome spritework and humor as well, really digged this one, the combo system for the 2 weapons feels really satisfying and is simpler to use than i initially thought it would be when reading the controls, but i managed and i played on keyboard XD
Really enjoyed my time with this one the only issue i had is that the game seemed to crash at the lava stage for some reason, i’ll paste the error just in case this helps :
######################################################################################### FATAL ERROR in action number 1 of Step Event0 for object obj_player:
Unable to find any instance for object index ‘111090’ #########################################################################################
stack frame is gml_Object_obj_player_Step_0 (line -1)
Other than this no real issues you guys did great :)
Thank you for playing! We're glad that you liked it.
Right now we don't know how to fix the error that you got. We will be looking for ways to fix it or alternatives to make the game work well.
We added a simple saving system, so if you didn't finish the game because of the error, you can try loading your progress. The Blazing Canyon is the second of three zones in the game, so there's content you may have not seen yet.










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