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Enjoyment 3.5/5 rounded up (4) - It is sometimes difficult to tell whether the platforming is frustrating on purpose. But when you pull it off you really feel like a ninja which I think is a big positive. It also helped I played this in a VC with a friend to laugh at my every mistake, which always increases the enjoyment of such things.

Execution 3.5/5 rounded down (3) - I think the commitment to minimalism on controls might have hurt this one for me a bit. Having TWO buttons instead of one would make it easier to play overall I think, and two is still pretty minimalist. Most rooms are fair or at least learnable; some of them feel like nonsense in a bad way, including the final boss TBH.

Sensory 3.5/5 rounded up (4): Cute but basic, committed to its bit. The music fits, and didn't grate on me too much, but some changes in that regard might have been welcome at some point.

Metroidvania 5/5: Within its constraints it is a proper and fairly well-designed map overall. Not sure if I missed anything as to secrets. 

Theme-relevance 5/5: You did a LOT with a little. The controls occasionally felt like an enemy in themselves but when they weren't doing that they were solid.

Overall, feels like a good game in the vein of a UFO-50 sort of "old school but what if" sort of project. You could (maybe, hard to know with pixel art platformers) polish/expand this one and sell it.

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Thanks for the review! It's cool that you detailed the scores. Having just the three buttons was what got me hyped for the jam, I was felling a bit discouraged before and the idea of trying a "Jump King but metroidvania" and the challenge of how much metroidvania can we make with just 3 buttons. We thought about adding more buttons, but in the end it felt off from what we set off to try.

The expand and sell will relly a bit on the reception from the jam, probably getting to the top 5 and getting a bit of traction. 'Cus it will need a lot of rework, like you said more buttons, a better room/screen system to have more variety in the rooms.

Could you, if possible, tell a bit of why the final boss felt like nonsense? We didn't manage to test him with other people and to us he was kinda easy to snipe, so maybe I went a bit overboard trying to avoid that.

It's easy to say if you missed secrets as there is mainly just one and some optional upgrades rooms: "Did you became the One Winged Ninja?"

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I did not become that thing, and I think you actually hit it on the head exactly:

"Could you, if possible, tell a bit of why the final boss felt like nonsense? We didn't manage to test him with other people and to us he was kinda easy to snipe, so maybe I went a bit overboard trying to avoid that."

It's trying to dodge everything he's throwing at you while trying to hit him and not the main (subset of the 'everything' I'm referring to) things he's throwing at you. It probably stacked with some of the controls stuff and ended up feeling a little trolly.

That said I still quite liked the game overall, which hopefully was obvious from my review.