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Daughter of Pearl's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Relevance to the chosen theme(s) | #16 | 3.600 | 3.600 |
| Sensory | #28 | 2.933 | 2.933 |
| Creativity | #33 | 3.067 | 3.067 |
| Overall | #37 | 2.811 | 2.811 |
| Genre Interpretation | #39 | 3.133 | 3.133 |
| Gameplay Polish | #54 | 2.067 | 2.067 |
| Enjoyment | #65 | 2.067 | 2.067 |
Ranked from 15 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 game follows Metroidvania principles with exploration, combat, and ability progression. The main character is a magical mermaid heroine, fitting the Magical Girl theme
Chosen theme(s) and relevant explanations
6. Pearl, the pearls represent the soul of the people of this land and also grand abilities to the player character. Secondary theme: 4. Rust. The main character is fighting mechas with water
Optional challenges explanations, if applicable
Not participating in optional challenges
Team/Developer
2D Art LonksAdventures (Environment) Argoni_designs (Art direction, Character concept) Jane Zhou (Cutscenes) Eva (Character & Enemy Environment)) Moonjanm (Enemy concept) Programming Lina Developer Mert Albayrak verdant turnip "Vic" komehara Game Design Mert Albayrak komehara UI Design Quaid Wilkins Jane Zhou Sound Design Everett Fischer Music Maycon, Sonhador Voice Actor Ren_ as Narrator and River Reese Hsiao as Brooke
Premade content
All content was created during the jam
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Comments
Loved the music and visuals. The cinematic opening was a fun surprise.
I like the fast run. There’s something satisfying about sprinting through these large, illustrated environments with parallax scrolling. I didn’t finish the game, but I am curious to learn more about its world.
I think the rest of the controls would benefit from another pass. I recommend giving the player full control when they jump. The way the character drifted after you hit a direction midair felt strange to me, and made the platforming especially difficult. The attacks, too, were hard for me to use. I think the character would’ve benefited from a larger hit box and an air attack.
All in all, I think this is a fantastic start to a game, if you choose to continue it. And if not, I look forward to seeing what else your team creates.
The amount of work put into this game is truly amazing.. art, sound, and voice acting all stood out.
I did run into a bug where I was able to jump infinitely, and at times the direction wasn’t very clear, so I wasn’t always sure where to go.
That said, overall you guys did a great job!
Nooo, I want to save the girlfriend!😭 The opening cutscene and voice acting were lovely, and the UI and menus looked very polished (big props for control customization!), but the gameplay definitely needs a bit of work!
The music is nice and the graphics look great, especially on the level backgrounds, but the main character and enemies look a bit zoomed out and thin compared to everything else. The attack animation is cool, but the range is very short, and I think it'd be nice to be able to attack while jumping, or have some way to aim up or do an uppercut attack, as it's very hard to deal with flying (swimming?) enemies without getting hit.
I'm also not sure if the game is supposed to take place underwater, but the movement doesn't feel very "underwater" to me. I think a bit more jump time and lower gravity could help sell the underwater theme better, if that was the intention. I'd also have appreciated a bit more air control while jumping, because landing on the 1-tile wide platforms is very hard (or just make the platforms bigger). When dying or trying to load a save, my character ends up stuck inside a wall.
Still, the demo is nice and the story looks very intriguing, good job!
The presentation of this game is absolutely stellar, especially the whole fully voiced intro. Of the more finished areas, the spritework and graphics are incredibly well done, especially Brooke. I also appreciated that there was actually music! And I felt like the theme usage was great, the overall feel of the game would be entirely different without it. Now, it is mentioned in the description that it’s more of a prototype, so the lack of polish isn’t too surprising, the only major movement gripe I have is how hard it is to land precisely on a platform, Brooke seems to carry a lot of momentum in the air and especially where there were narrow platforms I had tons of trouble trying to land on them. Beyond that, movement was solid. The attack hitbox also seemed unclear and the inability to attack in air made the flying enemies really annoying, and since the projectile can’t hit grounded enemies or flying enemies it felt kinda meaningless. And it’s been mentioned by other commenters, but some enemies being right on transitions was definitely a little mean. That all being said, I do see potential in it, and I’m really happy to see there’s plans to continue working on it following the jam.
I'm really impressed with the presentation of this game! The opening cutscene is really great, and I particularly like the art style for the game. The backgrounds look really fantastic! I read that ya'll plan to keep working on this and I look forward to seeing that.

Two biggest pieces of feedback I have are I had a lot of trouble with the enemies and platforming. You can't aim the projectile attack, and the ground enemies are so low to the ground that you can't really hit them with either attack.
There are also quite a few sections where you jump into a screen transition, and you can't see the platform you're supposed to be landing on. This corner was particularly tough for me because you have the spikes enemy, and then a tiny red mosquito is ready for you right after the transition.
Awesome job!
Thanks so much for your kind words — it really means a lot to hear that you enjoyed the presentation, especially the cutscene and art style!
We actually had a lot more ideas and plans for this game, but due to time constraints we weren’t able to implement everything we wanted. I really hope we’ll get a chance to come back to the project and continue working on it.
-Eva 2d artist
A really nice looking intro, but i feel like it was a little too long of a start for a gamejam game.
I see in options that there was supposed to be controller support, but i did not seem to be able to make my controller be able to work.
the movement feels a little slippery in the air, it did not let me do the precision jumping this game was asking me to do.
the attacks also felt pretty useless, considering no enemy is ever in a good position for the ranged attack, and the melee is so short range i will get hit before i can hit the enemy.
At one point i jumped so high i went out of bounds, and i could not manage to respawn at all.
the music is great, the voice acting is nice, and the art of the game seems cool too, however the camera seems to be very far away for having designs so detailed, feels like i was missing on the art most of the time.
Thanks for the feedback! We have plans to split the cutscenes across the game as we also noticed the starting time was quite long.
What platform did you play on, and which controller did you use? (I managed to make Xbox One controller work on both PC and web)
I saw the air motion feedback several times, so I will increase air friction to a high value on next build (after the rating phase) for arcade-like controls.
We also found the camera to be too zoomed out during dev - this happened because of a character scale change mid-dev. It’ll be costlier to redraw the sprites so I’ll try to zoom in the camera as much as possible without making it difficult for the player to predict what’s coming.
I was on PC, i used a Switch controller and a PS5 controller.
The opening sequence was so cool, I see a lot of effort put into the art. The platforming is somewhat a boss fight in itself.
Overall not too shabby.
Damn I thought you made whole game with great story when launched the game. Cut scene is great. Gameplay as you mentioned in description is very early stage. I liked the environment and overall feel. I will wait for future updates and full game. Few things i didn't like is screen switching like in old games black splash, first time i saw it I got confused where i came from. And scale of the world is quite small, well i tried web build and without full screen character looks too small. But good job. Like watched a short movie.
Thanks for the comment! There are definitely things we’ll work on for the next update!
Do you think the swipe transition animation is too much for small room transitions? Would it be okay to leave only for true area transition?
We also considered classic Metroidvania / 2D Zelda game screen transition with time pausing and the camera scrolling from one room to the other (this is in fact what I would imagine in “old games”, and we can also find it in old school indie games), but it was more complicated to do (due to the need to have two scenes scenes at once - but feasible), so I sticked to the swipe effect described in the Metroidvania Forge tutorial.
However, for big areas, the parallax background would completely change so it wouldn’t be feasible and we’d need a fade out anyway (what open world games do nowadays, continuous transition between “rooms” in the same area and fading on real area change like going back to hub or entering a sanctuary in Zelda: BotW)