I was looking forward to this one ever since I saw a gif of it on Discord, and I wasn't disappointed. Definitely a top 3 contender from me, and possibly a top 1 Metroidvania! If this was truly made in only 4 days, then incredible job!
I think this game is a perfect example of interesting and unique Metroidvania abilities that actually feel good to use, and aren't jank or one-trick ponies. They might not have all been equally powerful (the frilly shaft and star topper carried me through pretty much most of the game), which I think is fairly understandable and normal for a Metroidvania. But it really felt like every ability provided at least some sort of a situational advantage, even down to such small details like the platinum topper giving you a bit of extra range on your shots. When you finally do get the old reliable double jump, it truly feels more like the cherry on top, rather than a level design crutch!
That said, having such incredible mobility did lead to some progression issues. The sheer ease of sequence breaking is one thing (and I would argue a staple of classic Metroidvania), but the ease with which a player can softlock themselves is another. I think at least the final area should be guarded against early entry better, since I don't think it's possible to do without double jump, or at least really really hard. Perhaps at least the save point should be moved to a less immediately accessible location, so that a player can still attempt the area early if they want to, but at least they can't save themselves into a corner (as I did on my first run, forcing me to delete my save).
I think a big part of why it's so easy to get softlocked is that the intended path is often very unclear. For me, by far the biggest problem here was the lever after the throw ability. It just seemed like such a relatively inconspicuous piece of scenery that I assumed its entire purpose was to open the big trapdoor right next to it, and I had no idea it played such a massive role in opening up intended progression paths elsewhere throughout the level! If technically possible, perhaps a cutscene could play showing the other paths being opened, or even just a dialog text saying something like "A path opened somewhere else."
Of course, the real elephant in the room is the frilly shaft. Once you discover the upwards "bomb jump" spam, it's hard to go back. Ironically, the things that make it so prone to game-breakage are also the things that make it so fun! I'd say it's both the best weapon and best movement ability in the game by a long shot, so I can definitely understand an unwillingness to "fix" it. And honestly, I think it's fine the way it is, as long as the level protects the player somehow from the worst (save-ending) softlocks!
Other than that, I noticed only a few major bugs. The dialog box had some issues, such as being able to open the map while the box is active, and being able to press Up again to restart the whole dialog. It was also possible to get bubbles stuck in a wall, which caused so much audio distortion that at one point I think the music stopped completely.
I'm not even gonna talk much about movement, since such great abilities wouldn't have been possible without great movement (and vice versa). Nor am I gonna talk much about the presentation, because honestly I think it's just as perfect as almost everything else in the game. I love the "tiny" pixel art style to bits, the protagonist's design and different outfits are adorable (I see those Touhou fangames in the developer's profile, and I can definitely see the influences馃槈), all the hidden NPCs are lots of fun to find and talk to, and the music suits the mood perfectly.
All in all, I had tons of fun with this one! I think I managed to find everything and uncover the entire map, including the hidden developer cameo. Amazing job!
(Wait... is this actually a Touhou fangame in disguise???)


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