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A jam submission

The Journey of Perla - Wings of CuauhtliView game page

Help Perla confront her traumas with shield and sword.
Submitted by R_Goulart (@rodjer_goulart) — 47 seconds before the deadline
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The Journey of Perla - Wings of Cuauhtli's itch.io page

Results

CriteriaRankScore*Raw Score
Sensory#64.1764.176
Creativity#153.5883.588
Gameplay Polish#163.2943.294
Overall#173.4223.422
Genre Interpretation#233.4713.471
Enjoyment#302.8822.882
Relevance to the chosen theme(s)#343.1183.118

Ranked from 17 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

How does your game fit either (or both) genres?
The character is a magical girl warrior, and the game's structure follows the Metroidvania style.

Chosen theme(s) and relevant explanations
Pearl - The character is introspective, and her power manifests as a shell that protects her from the world. Furthermore, her name is "Perla," which means Pearl in Spanish.

Optional challenges explanations, if applicable
I haven't had time to apply it yet, although the checkpoints require a challenge to work.

Team/Developer
I developed the entire game, and a friend composed the music.

Premade content
Some sprites of the main character.

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Comments

Submitted (4 edits) (+1)

Great game but needs some polish! However, the graphics and animations look gorgeous, and I was a big fan of the music as well!

Took ~5 minutes of gameplay to reach the first savepoint, ~20 minutes to earn the right to save haha. I think the minigame is a funny idea, and a neat lore addition, but shouldn't have a time limit. Eventually I found a way to "cheese" it a bit: It doesn't penalize wrong buttons, so you can simply mash every button and hope you accidentally enter most of the correct combination. (Definitely had a far higher success rate that way than trying to do it legitimately.) But yeah, I think all it really takes to fix the minigame is remove the time limit.

Savepoint shenanigans aside, the game was certainly brutal! I think by far the hardest part was the long gauntlet of floating spike ball enemies and timed platforms before the second boss. I probably spent around an hour slowly inching ahead and waiting for the floating enemies to position themselves the right way so that I could destroy them with their own parried projectiles, but I eventually managed to get into a nice rhythm. I think it might help if parried projectiles re-aimed themselves and gained a bit of speed, to make hitting enemies back a bit easier! That said, the difficulty definitely took a nosedive once the charged attack and the dash made dealing with those sections much easier.

The snappy and accurate controls helped a lot, too, since at least I never felt like the player character was working against me! Blocking was a very welcome addition and a huge lifesaver. Parrying took some practice to get used to the right timing, but it was a cool feature as well, and one that you don't often see in gamejams. And I liked that enemies and even bosses seemed to go down fairly quickly as long as you managed to get a few swings in, the difficulty being more so in finding an opening than the size of their health bars.

I was very impressed by how many bosses there were in the game, and their attack patterns! I couldn't quite figure out how to deal with the first boss's big flame wave attack, as it couldn't be blocked and seemed too tall to jump over. But since the boss's other attack were easily blockable, I eventually managed to wear him down. The second boss had some cool attacks as well, and honestly felt much easier than the first one. The Pong encounter was a lot of fun and a very welcome little bit of levity!

After getting the ranged attack and dash, getting back up and through the disappearing ice area was a relative breeze compared to everything before. I managed to reach the fourth (third?) boss, but sadly at that point I ran into the issue where despite using at least 2 different checkpoints on the way there, the game put me all the way back down near the Pong fight. The boss itself looked cool and not too unreasonable (I liked the wind attack), but unfortunately I was already too tired to climb through half the map every attempt, and decided to stop there for now.

Regardless, a very impressive game to have been made in a month! Great job!

Developer(+1)

Thank you so much for the feedback and for playing my game. This Jam version is really having a lot of problems, and after it I will upload a more refined and balanced version.

The main change will be the option to play without the mini-games, but I also adjusted other minor points that unintentionally made the game difficult. This is meant to be a light game that gets easier as the player acquires upgrades, and I intend to make it more fun.

Submitted(+1)

Art and animation looks amazing! I got past the first boss and kept dying. Managed to get to the next save point but I think I ran into a bug where the minigame just glitched out as the UI modal kept going down, so I had to stop there

I would say that the core you have for basic movement and attacks is solid. I feel like the player should move a bit faster and the minigame should be optional or at least not be on critical places like the save area

Developer

Thank you very much for the feedback. When I update the game after the jam, the mini-games will be optional, among other adjustments I'm making based on the feedback I've received and other things I wanted to do but didn't have time for.

Submitted (1 edit) (+1)

Game looks cool, art is great, and i liked animations and attack of the character. Unfortunately section with mini game is just not fair. It's very random combination  of keys and it's so little time only won the one that gave me like 3 in a row 1 direction presses. And boss after first save i found had like no save spots either i came there too early or something. Also didn't get why before boss i had to play that minigame again.  That minigame just made me to not want to continue after dying on the boss for multiple times. Did encounter few bugs, as well as in minigame i presses button with last moment of timer and it would still put me into that defence mode. Even if it's lore thing it feels unfair for just save to roll on easy combination. 

Developer

Thanks for the feedback. A lot of people have complained about these mini-games, so I'm going to add an option at the beginning of the game where the player can choose to play with or without them.

Thank you for reporting the bugs. I made the game alone without enough time for testing, so the post-jam version will definitely be better.

Submitted(+1)

The running animation of the character is a little slow for my taste, if id have to nitpick anything (Which i do, because that’s why im writing this review)

Although the anxiety attack bit was funny at first, the fact the quicktime events keep failing on me because the game skips an input sometimes were pissing me off A LOT, i sincerely hope it was a bug and not an intended design decision because if it was, it’s a bafflingly bad one.

The bug where when trying to parry, Perla jumps was both annoying and confusing, like she doesn’t jump with up, why would pressing up while parrying make her jump?

Eventually, when trying to save, i managed to finish the quicktime event exactly on the exact moment it finished, and that both made it trying to advance and freeze me at the same time, which somehow made the game literally scream in pain while slowly lowering the quicktime event screen, and completely hardlocked the game.

The game graphics are cool, the music is nice, and i was really looking forward to playing this game because it seemed fun, but the amount of bugs are so big that has made me quit after getting hardlocked.

Like, MAYBE i would have continued, but the fact the crash made me have to start from the beginning of the game was too much.

Submitted

Hardlock crash
Developer

Thank you very much for the feedback. Both the bug of the arrow jumping when it shouldn't and the bug of finishing pressing the key at the end of the timer only appeared for me a few days ago, so I'm already fixing them.

The upward jump only appears when she's grabbing the edges, because she gets the wall jump further forward and it was causing a conflict between the buttons, but I intend to adjust that. I didn't get to see Slato parrying with the up button, but I'll investigate.

I will make it possible for the player to choose whether or not they want these minigames before the bosses and saves, thus preventing frustration for those who don't want to go through that.

Submitted (1 edit)

Honestly the minigames wasn't really the problem itself, it was the bugs and the implementation.

Probably shouldn't be on the save every time, like the first time is funny, the rest of the times im failing it im just staying still waiting to be able to try again.

On the bosses themselves i don't see why not, you don't stand still, you have to dodge the boss and do stuff.

Maybe let it last one second longer so it's not as easy to fail.

Submitted(+1)

I absolutely adore the pixel art. It has so much character and it feels so crisp. Wonderfully made and really props to the artist! I love how many mini games there are integrated in this game as well! I kept failing the button press mini game when making a retort or just simply talking hahaha but that is on me.  Loved that section where we just play Pong as well. Really creative really. It is polished, well animated and just overall feel good to play despite all the deaths from those annoying robots! I've had a weird bug at one point though where I beat the boss without saving but died afterwards, but the boss did not respawn so I never got the power up again. Seriously though, it must take a lot of skill and experience to make something look and feel this good within a month. Thank you for making this game, I enjoyed my whole time playing it!

Developer(+1)

I'm glad you enjoyed the game. Except for the music, I did everything myself, so I didn't have time to fix some bugs, but they will be fixed after the Jam ends. I'm also working on balancing the difficulty; I hope the adjusted version will be even better.

Submitted(+1)

A well realized entry! I liked the sword being multi-hit, makes you think of spacing and maximizing contact time with enemies. Excellent presentation too, very cohesive!

Developer

Thanx for the feedback! :D

(+1)

for being made in a hurry, it is certainly well made. 
good job!

Developer

Thanx a lot! :)

Submitted(+1)

very polished little Metroidvania game, has a lot of juice and the combat is snappy good.

Developer

Thanx for the feedback! :D