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A jam submission

WeepingseaView game page

For Metroidvania Month 31 x Magical Girl Jam 13
Submitted by Nevermind3476
Rated by 13 people so far
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Weepingsea's itch.io page

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How does your game fit either (or both) genres?
Game is a fairly standard Metroidvania platformer. The protagonist also technically is both magical (she's a ghost) and a girl.

Chosen theme(s) and relevant explanations
Pearl - The game takes place entirely underwater

Optional challenges explanations, if applicable
None

Team/Developer
Nevermind3476

Premade content
Sound effects from freesound

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Comments

Submitted

Cool little game! I loved the design of the protagonist and the whole idea of playing as a ghost. (She actually reminded me of a sea angel, not sure if intended or not!)

The level backgrounds were gorgeous, and overall the underwater atmosphere was great, though the solid black tile edges looked a bit out of place sometimes. The music kicking in late and the transition from dark to light were a neat touch, too!

The movement felt sufficiently underwater-y, and I liked the amount of jump distance you could get. The dash ability is a cool concept, and chaining big leaps together felt satisfying! However, the hitboxes for launching in each specific direction were pretty small, and it was easy to send yourself downwards or in the wrong direction. Some of the runbacks after falling down were pretty long, and having to change rooms in order to respawn enemies to dash off of was a bit annoying at times, too. I think the dash ability might work better if it could only send you up, not down, and perhaps was based on player facing rather than position. The wall climbing ability looked really cool and worked well, though the recovery on the flight ability felt a bit long, and flight in general kinda felt like just a more cumbersome double jump.

Dealing with enemies was a bit hard due to the small hitboxes making it hard to hit anything without getting hit, and after a while, I resorted to avoiding enemies when possible. Also, the dash sometimes seemed to go through enemies without harming them. On the other hand, it looked like the enemy movement was based on the center of its body, but only the head did damage. Meaning that once the enemy was on top of you, it'd just get stuck there spinning back and forth and not being able to hit you.

The reused witch at the end was pretty funny! I'd love to see what an actual boss might look like with this kind of movement and combat mechanics, though. Overall, very nice job!

Submitted

Nice game jam! I like the visuals… definitely a mood.

I love that you tried something unique with the movement controls, but after flinging my ghost in the wrong direction many times in a row, I had to put the game down. Still, very cool.

Love that floating hair.

Submitted

Great mechanics and character controller! I admit this is probably a me thing, but after falling from the second zone back to the first zone multiple times, I kind of gave up. Luckily I was able to see a lot of the game before that happened!

I didn't really find any bugs or glaring issues, but I agree with some comments here that the specter of torment slash mechanic is a bit unreliable, especially when you need to use it on enemies

Solid work!

Submitted(+1)

If you try to press play with multiple buttons at the start, the game breaks down completely and starts breaking up and eventually it will scream in pain, which is obviously something way too specific and im not going to remove points for finding it out, but it is definitely something very funny that i found when trying to play with a controller.

The slashing towards bubbles was a little finicky, it got a little used to do, not as tight as the obvious inspiration, but it’s an understandable difference, considering this is a gamejam game and Specter of Torment took a couple of years to make. Nonetheless it was fine, cool idea.

Some walls being flat and some other walls having the rock texture shading made me think i was supposed to go through the flat ones. (Edit: Ah, i learnt what is the difference in walls)

After a while i learnt that i could dash through enemies, that should have been made more clear, i only learnt about it when once i accidentally went through one.

somehow, after obtaining the hover powerup, i got it with ZERO hover energy, making me able to use it only once until i quit and saved back, and then i got to use it once every time before i had to close the game and opened again, until i got a mana powerup, luckily i could talk to the dev in discord and found a hot fix.

Also yeah somehow the music didn’t loop sometimes.

Submitted

Game's death
(+1)

I like the style, the gameplay was cool but idk for me it lags heavily, but i like the visual style, its simple but effective, the diagonal slash was a bit clunky but thats honestly a skill issue from me, anyways cool game good job!

Developer

Oh, heavy lag's not good... was this the web build?

Submitted(+1)

I appreciated the unconventional upgrades and mechanics, the move set was strange and enjoyable. I do wish the eel enemies were a little more satisfying to fight, having them make use of the diagonal slash mechanic makes sense, but they ended up being more annoying than anything. Similarly, I wish the calculation for the slash angle of the eels and bubbles was weighted more towards the bottom of the player, it always felt like I had to be a lot lower than I would have liked to get an upwards slash. Other than that, everything felt responsive.

For the minimal visuals and sound, I think the game does a good job presenting an atmosphere, at least while playing I could imagine being some sort of mermaid princess trying to save her dying world or something similar (are you even a mermaid or just a ghost?)

Developer

Thanks for playing!

Moving the detection for whether the slash goes up or down to the bottom sounds like a good idea, I'll try to implement that and see if it fixes some of the jank I've had with that... I initially used the player center for that purpose because having the player position at their base lead to some awkwardness with detecting whether the slash should be possible at all, but there's nothing that really requires those two things to use the same position, it'd just be a little more work to implement.

The player is just supposed to be a ghost and not a mermaid yeah :|  Their visuals need a lot more work in general, I had some ideas for some particle effects and additional animations that maybe would make them feel a little more ghostly.

Jam Judge(+1)

Sweet little game, thought it is quite simple

The atmosphere is very nice, it already sets the mood right on the main menu wich is awesome. I also love the backgrounds, they look very grand and vast, that's a very pretty sea.
The music also makes everything feel a little more melancholic wich I love, and I had a hard time following the melody in my own tempo, wich is interesting (Altought I do wish it was a little more memorable)

The metroidvanianess of it is very good too, with a lot of little corners and secret passages to find, I had to actually back track from the top of the tower since I missed nearly half of the collectibles when getting there the first time,  and even after doing so I still couldn't find the last flight upgrade, wich is good! MVs should have missable content!
There is one room on the map with an opening on the ceiling wich I was very dissapointed that it didn't lead anywhere, but it's always funny getting out of bounds (I also wonder if there is something at all right above the Witch of unfinished content... with 2 flight levels I was just baaaareeelly out of reach from the top of the screen...
I also really like the little bit of non-euclidean-ism on some of the rooms, it's always such a trippy delight when metroidvanias have these x)
There was also a wall right behind one of these upgrades that was unmarked, but when I hit it I actually managed to break it, however I think I broke it from the wrong side since the tiles that were actually keeping me from entering it stayed there lol (And I didn't find the wayt to reach it from the other side, sadje)

I think that's kind of all I have to comment tho, the rest of the gameplay is super minimalistic....
(I did love the cameo of the witch of unfinished content tho)

Developer(+1)

Really funny to hear you say you found it non-euclidean because I actively tried to make that not the case for once >.<  I mapped out the entire game with screenshots as I was working on it and made sure that everything perfectly lined up, so all of the distances should be more or less exact. Kind of curious which rooms felt non-euclidean to you?

I... did not think about that gap in that room at all. I kind of just assumed it wouldn't be possible to get up there and didn't check whether it was possible with enough flight upgrades.

Also really funny that you found that one breakable wall, I really did not expect anyone to find that. I had some really overambitious plans for what was going to be behind it so when I cut those I decided to just brick the wall over rather than remove it completely so that it would still be there if I came back to the idea. So, there is no other side to it right now, unfortunately.

Jam Judge

This set of rooms, with the big bubble pit
(I actually thought I fell all the way back to the spawn at first, I only noticed I was somewhere else  when I saw the pillar and went back to check the pit room lol)
Developer(+1)

yeah that's definitely a bug im not sure how i didn't catch that

fixed now, thank you

Submitted(+1)

Visuals are really simple. The sea background is pretty though. The player character's flowing ponytail also looks nice. 

All the upgrades and expansions share the same sprite, which was confusing (although that didn't really matter much).

There's only one music track. It's neat, but that's all there is. I would've liked if there was at least maybe an ambient track for those dark areas. I think it would've improved the atmosphere.

It was funny to me how similar the abilities are to those in Spector of Torment. Nearly identical, in fact. On one hand, it's not exactly super original... but on the other hand Spector of Torment is really good, so I didn't have much of a problem with it. Plus, it’s a Metroidvania instead of a level-based platformer, which also makes things feel different.

There's a bit of jank in some places though:

- The direction of the... homing slash (not sure what to call it) felt a bit less reliable than Specter of Torment (although I may be misremembering). 

- You can phase into enemies when using the homing slash, causing you to take damage. This made me avoid going into the air and instead just attack staying grounded, which felt kinda bad imo. Specter of Torment had you bounce off of enemies instead, which not only avoided that issue but was also pretty fun to do in and of itself. Although, there are probably other ways to solve the issue that don't just involve doing what Specter of Torment did.

Also found a couple exploits:

- If you use the wall climb ability to run up off the edge of a wall and then press jump within a certain window after leaving the wall, you'll gain a bunch of height. It's a cool trick, but seems unintentional.

- You can spam the shift button with the float ability to stay in the air for a really long time. This one feels a little too cheesy, although that wasn't very relevant for anything (outside of being able to skip certain parts of a room when backtracking) since it was the last upgrade.

Also, it's not a big deal but there's no controller support, and I don't tend to like playing 2D platformers on a keyboard as much.

The reused witch bit was funny (even if there wasn't a more fitting ending). Item completion percentage is appreciated. Got 100%

Neat game.

Developer(+1)

Thanks for playing!

The abyss area is very much meant to have no music, but I did intend on adding some kind of ambient sound to fill the silence that I ended up never getting around to before the deadline hit. As it stands it does feel kind of awkwardly silent there, yeah.

There's def still a lot of jank to work out in the exact behavior of the slash, yeah - making this has made me really appreciate some of the finer details of how it works in Specter of Torment. The direction picking is def still wonky - it doesn't take into account which direction you're actually facing when picking a target and the up/down distinction feels like it could maybe use a bit of tweaking as well. I'm a bit disappointed you found the i-frames too unreliable to actually use it for combat, I found slashing back and forth through enemies to be really satisfying (which does make me hesitant to go with Specter Knight's bounce as a solution to some of the jank, even though I'm definitely coming to realize that it does solve a lot of the problems I've been having). I def need to do a little more to prevent the player from being hit during a slash, I think it's mostly just that the i-frames are not really generous enough - I mentioned in another reply that they don't actually start immediately but they also cut off immediately when the slash's acceleration does which does sometimes leave you inside the enemy hitbox when they cut off, causing that "phasing in" phenomenon you're describing.

The extra height from the wall jump is something I noticed occasionally but could never quite place exactly what was triggering it - your description of it does sound correct though and I think I have an idea of what's causing it now. I'll def want to try to fix that as it does feel very weird and inconsistent with how the wall jump normally behaves. As for the hover thing I did actually properly notice that when testing and intentionally left it in since I thought it was a neat strat, but I didn't really test it enough to get a good gauge for exactly how powerful it is so it might need to be nerfed or removed.

Submitted(+1)

Really solid! Because of what I’ll mention at the end, my save file bricked and I wasn’t able to get particularly far, only to the Lost Village, but I liked the overall feel of the game, my only real complaint about the core movement is the jump just feeling a little lacking. I really liked the… aerial slash, that’s the best name I can come up with for it (lol), while I feel it’s a little finicky since you need to make sure you’re below it if you’re trying to go up and make sure you’re on the correct side of it, it’s not super hard to adjust to and mostly only gets in your way if you’re going too fast. That said, sections where you had to use it on enemies did really frustrate me, mainly because it seemed like sometimes you wouldn’t be able to slice through an enemy without taking damage, other times you would, so trying it with low health could be punishing, and if you accidentally killed the enemy, you’d need to completely reload the room to try again. As far as presentation goes, the music really stood out to me, I felt like it added a lot to the vibe of the game, and the visuals (though a bit dark at times) were all around well done.

I somehow managed to get into a glitched state where the game wasn’t loaded past a black screen, and then the pause menu appeared twice, after which the game just stuck at a solid black screen. This happened when I tried to quickly quit and reload my file, and afterwards my file refused to load.

Developer

Thank you!

Yeah, the issue with only sometimes getting hit when slashing through an enemy is because there's a very short windup period before the i-frames from the slash kick in. The intent was to add a bit of risk to using the slash, but since there's not really a clear indication of when that period occurs it kind of just ended up making the slash feel confusingly inconsistent even for me. I ended up shortening that period as a last minute attempt to mitigate that but I think I probably need to go further and just completely remove or rework the mechanic entirely.

The issue with the black screen is definitely a really weird bug, could you give some more details about what the exact inputs you were trying to make when quickly quitting and reloading were? Also, I'm not sure what exactly you mean by the file refusing to load - did the game get stuck/freeze again when trying to load it, or something else? Does the issue persist if you try going back into the game now?

Submitted

By refusing to load, I mean that pressing Enter or Z to load the file simply does nothing, it doesn’t even kick me out of the menu. Starting a new file or loading other files seems to work fine. This persists even after refreshes, and it still does this even loading it just now.

What I was trying to do was just quit and reload as fast as I could, so since the file I was using was the top one, I was just mashing Enter once I hovered over quit. I don’t believe I was in the death animation when this happened, but I could be misremembering. After that, I was at a black screen with the HUD visible, so I opened the menu again and tried quitting. After that, I appeared in some gray area with only a partial background and the character quickly fell off screen. I once again opened the menu and tried to quit, and it got stuck at a black screen this time. After I refreshed the page, the file was bricked.

I don’t know how relevant it is, but I’m playing the web version in Firefox 148.0.2.

Developer

Well, that turned out to be pretty easy to recreate and also pretty easy to fix... it turns out i just, completely forgot to disable the ui during the little fade to black before loading your file, so when you were spamming enter it ended up loading up the game multiple times with multiple copies of everything, which lead to all the weirdness you're describing. Really embarrassing mistake, should be fixed for postjam though -.-

I still don't understand how this ended up bricking your file though - the game is supposed to just ignore corrupt files and plop you into a new save if one fails to load. Could you try opening the console and seeing what kind of error its putting out when you try to load it?

Submitted

Okay, so I have absolutely no idea why, but when trying to see what it said in the console, the file appeared to load perfectly fine this time. My exact sequence of steps was to load the console, attempt to load the file, the first time nothing happened, I loaded a different file without issue, I returned to the main menu, and this time the broken file loaded just fine. I’m even at the correct save point. Also, only on this test did I notice the life marker was at 1 while it wasn’t working, but now it’s at 3 while the file is working.

As a result, I don’t have any errors listed in the console, nothing from past sessions either from what I can see.

Developer(+1)

Hmm, that is really weird. I hope that doesn't mean it was an unrelated issue the whole time.

Well, hopefully it's not, and the fix for the other issue will also prevent this from happening as well. Thanks for your help with this!

Submitted

No problem! A bit of a shame I couldn’t get more info on the save file issue, but still glad I was able to point out some things so you could fix them!

Submitted(+1)

Great game! It was a bit sad to see the witch in that state, but the game length is just right to get a taste of it and not to get bored.

The art style is very good, I love the hair effect (can't imagine how long it took to make ¦3). The glowing effect and the lighting are great, and seeing how the scene changes as you go outside was very pleasant.

Sometimes I'd wish to have that "swish" move (where did I see it? The Messenger? Ori? great implementation!) on a different button from attack, but it is easy to get used to ¦3

Developer

Thanks for playing!

The witch is a character from a previous game of mine that never came to fruition, hence the "reused" part. That game is a bit of an in-joke, so I guess the bit doesn't really work as well out of that context. Oh well.

The slash move is most directly inspired by Specter Knight from Shovel Knight - in general the mechanics of this game are meant to pretty much just be "what if Specter of Torment was a metroidvania". I can see how it's kind of similar in functionality to Ori's bash though, so coming at it from that context I can get why you'd expect it to have a seperate bind. I haven't played the Messenger though so I dunno what the similar move there is.

The hair effect is actually really easy to create! It's just a sequence of circles that get moved around by some simple forces - mainly gravity and a drag force opposite to player motion - that then get clamped to be within a certain distance of the previous node in the chain. It gives a really nice effect without any complicated math or manual animation work at all.