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Impericide's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Gameplay Polish | #23 | 2.932 | 3.167 |
| Enjoyment | #27 | 3.009 | 3.250 |
| Sensory | #40 | 2.700 | 2.917 |
| Overall | #46 | 2.675 | 2.889 |
| Creativity | #49 | 2.777 | 3.000 |
| Genre Interpretation | #49 | 2.932 | 3.167 |
| Relevance to the chosen theme(s) | #73 | 1.697 | 1.833 |
Ranked from 12 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?
It's a Metroidvania, just not the usual platformer format.
Chosen theme(s) and relevant explanations
I made the game in Godot. I also went with the Metroidvania theme.
Team/Developer
Ângelo Savioti/Pixel Rubro Studio
Premade content
I had the sprites made for an entry on a previous edition of the Metroidvania Jam, but I couldn't make it, so I used them this time around.
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Comments
Cool concept!
I enjoyed the way you introduced new enemies and then created different situations combining them in many clever ways! Also, thanks for putting in a secret room with an HP upgrade (I initially thought there was a glitch on the tiled map, but that was a nice surprise!)
The game length helps you taste the idea and not get too bored with it, as giving the ability to fly from the beginning pretty much breaks most classic Metroidvania game progressions, making it too easy.
And there seems to be no reason to map actions to the mouse button. Putting them back on the keyboard where they belong will give you extra accessibility credits for free ¦3
Great game!
I love all the artwork and animations for the player/enemies. The effects for damage, turret laser, explosions, portal, and the boss movement is really good! The game really has potential if you decide to keep working on it.
I would be nice to have a way to recover energy other than killing enemies. Like during the boss fight, there was no way to get more. Maybe natural regen or when damaging the boss?
The sound effects were also good, but a little loud by default. Though no problem for a short game jam. Great work!
I’m assuming either the construct or rust theme?
Either way, great work. The enemy variety was very large, as the boss fight was challenging but fair. Plus, no one can fault controller support.
There are a few quality-of-life features I would have liked. For example, I fail to see a situation where you need to change direction mid-fire, so combining the fire and maintain-direction buttons together would have made it easier to control. Being forced to press a button to get out of the save screen was also immersion-breaking. Plus, I was confused about when I could dodge through enemies and when I couldn’t.
Also, there is a visual bug when the laser enemy dies just before firing.
Shoot em up metroidvania is certainly an interesting concept, but I fail to see how it fulfills any of the themes?
Cool concept and demo, I also think the combination of Metroidvania with bullet hell has a lot of potential! I liked the enemy variety and the bullet patterns, and the boss was also very fun and decently challenging.
However, in my opinion the rocky background kinda clashed with the overall "space shooter" vibe, I think a starry sky background with asteroids, debris, or some sort of space station scaffolding as "walls" might have worked better there.
I'm also not sure which one of the mandatory themes you went with (Unity, Unreal, Construct, Rust, Python, Pearl). I guess Construct is probably the closest since most enemies look like robotic turrets?
Regardless, I had a lot of fun with the game, good job!
Thank you for playing!
For some reason I hoped you got inspiration from guardian legends on nes. and there would be another section where you play as magical girl . Haha. I liked that you got different enemies, and was quite cool short game. Sadly too short.
Thank you for playing! Curiously, I was actually inspired by Choplifter III from SNES and the Gradius series.
Honestly, I was expecting something more magical girl themed, just to match a few more aspects of the jam... for example, there could be a little backstory about a girl piloting the ship, or something like that.
I really liked the slow-down effect when taking damage. I did miss having a way to lock the ship's direction so I could strafe while keeping my aim fixed. Congrats on the project!
Thanks for playing! To lock the ship's direction you should press the right mouse button or LT button on gamepad, it's in the third tutorial message