Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(+1)

I can see a bunch of things here but it was very difficult to play.

Reading comments below, you said it’s supposed to be dark but the problem is there is so little contrast between the collision, background and platforms you can fall through. My monitor probably could use some color calibration but that’s why many games that are dark have a screen where they tell you to adjust until you can just barely see one image but not another.

I got to a laser puzzle and it was essentially impossible for me, I thought dropping down was broken but realized that some of the chambers to get out of the laser’s path were for the section below but I couldn’t tell which sections I could drop through.

The movement is very slow, I’m glad there’s the dash but I still think you should make the movement much faster AND make the world smaller, there’s so much empty space even when dashing.

There are several quality of life features, like if the player chooses to fall through a platform, that should reset the fall height. I found out the hard way by going down several platforms and dying from the fall. Personally I don’t like the fall damage mechanic but if you really want it, at least don’t punish climbing down quickly. Also gamepad support in Godot is super easy.

I got to some enemy that shot at me and I hit it and it just bounced up, it was very confusing.

I did like the character animation and health bar, having it filled with fluid is cool. Here’s a very simple mockup I did, adding contrast the collision surface, especially the ground, and making the droppable platforms obvious and the slightly brighter background makes it so much easier for the player to see. Hollow Knight is dark but every collision surface is a high-contrast lighter color and the backgrounds have many lighter elements to them providing the needed separation. Obviously great art is the best answer, but we can still take the principles and apply them in simple ways to make the game understandable.

Due to the challenges like the laser puzzle, I wasn’t able to get far but I can see this being interesting with some more time. Make games is hard, especially with jam deadlines but you should always be happy that you got something together at all, keep it up!

Thanks for detail comment. so I give you detail reply.

I had said it's supposed to dark but also explain this is not what I want to show, only can't do it in this jam deadline.
my real ( designed ) visual have higher contrast like what you explain, but still thanks for advise.
( no screenshot because I don't want to show so much not actual include in this version,  ) 

I have state out what I plan to improve movement speed on other comment, so I don't repeat that.
but want to explain more because your comment get the point.
the original level design is 12 x 9 screen map ( which is the width of start point to laser ), it's little small and compress, the density of whole map like current factory map right route exclude the short cut ( the upper map of start area, no empty space )
character movement is setting on that stage and I haven't modify it before this submission.
as what I write on game page, I found that design not make me feel like playing Metroidvania, so I try to redesign the map.
and this is the world what I think a Metroidvania should be, some empty space should not be a empty space but I fail to add detail.
indeed there have some empty space, which I just try to fill the gap between area, that is what I need to work on.
and my current plan is fix the density of area to make them more even and fit the new character speed. ( with real visual )
the world will not be bigger or smaller than current size. ( and some area may not have any change, except of change to real visual )

I will still go with fall damage, but maybe think about add different between climb down and free falling.
I do want to punish climb down so quick, but maybe reduce damage or not let player die on that.
thanks to point out your feeling.
and yes, Gamepad is easy to add, and I can add this every time ( design suppose to have ).
but there have coin, where I need to make a virtual cursor or something else to support that collection element to be functional, so it's pending.

that enemy have bug, the bug is I copy the data of wheel one and it got extreme high health like that.
and it jump up because you move close to him, not because you hit, I must cancel the jump while player hit them.
both enemy is more like in prototype state, haven't enough reaction and balance... ( also player attack motion is not completed )

maybe I'm not able to complete anything in jam deadline, but I will still get a try.
I want to make everything more pixel include the character animation and fluid animation, they are so "smooth" because I reuse some tech, but should make it after other main feature. At least after make the game more playable.