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The Drafting Room's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Sensory | #61 | 2.121 | 3.000 |
| Gameplay Polish | #66 | 1.515 | 2.143 |
| Enjoyment | #67 | 1.919 | 2.714 |
| Creativity | #68 | 2.222 | 3.143 |
| Overall | #70 | 1.936 | 2.738 |
| Relevance to the chosen theme(s) | #71 | 1.919 | 2.714 |
| Genre Interpretation | #72 | 1.919 | 2.714 |
Ranked from 7 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?
Our main character is a magical girl and we attempted to make an introductory metroidvania level
Chosen theme(s) and relevant explanations
Construct : Our map is a drafting room, playing on the constuct(ion) theme, as well as all our enemies being constructs.
Team/Developer
3 Hands
Premade content
Music is by Brackley's Platforming Assets
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Comments
Very good onboarding, a static tutorial screen is the best when there’s no time of in-game explanations! Players complain a lot about static tutorial screens in commercial games trying to manage their budget in a certain way, but clearly they haven’t been playing enough obscure games with no instructions manual nor in-game explanations.
The level design is a little weird, as it looks like a top-view tiled map drawn like a maze of a character of 1-tile width/height. But the character is bigger than that and won’t fit in the 1-tile high holes, and repeatedly bump her head in the ceiling when jumping (esp. as there is no dynamic jump height). In the metal area, some “walls” are vertical, so 1-tile wide, it’s also hard to land on them. So navigation didn’t feel very good.
EDIT: just read the meta description again, and I see how the level is actually a blueprint map now. Maybe it could be a blueprint but seen in side view? Or with a different scale to give more space to move in? Or it could be a top-view game, not a platformer! But that would change it a lot, obviously.
The star almost hides the tile
The dotted lines have the same appearance as solid tiles so it was unclear you could go past them
This trapped rat moves left and right super fast, almost seizure-inducing
This jump is hard as the ceiling is longer than the floor
Melee attack looks good, and hitting the rat (horizontal moving enemy) with good timing feels good. The spider moves vertically too fast though, bumping immediately from the ground back upward, so it’s very hard to hit near the floor (maybe it’s on purpose to encourage player to kill it in the middle of its path?)
I got 2 MacGuffins out of 3 (probably only 1 was counted since I died and respawn after picking 1 so it was probably “lost”). It would be cool to get a power to advance in the level differently to be an actual Metroidvania.
This game could be really be fun to move in as long as the level direction is right!
The slippery movement doesn't lend well to tight and precise areas. Ray's area though, felt great to run in because of the large space! What's important is making the levels mesh well with the gameplay, hope this is a step in the right direction.
Neat first game! Loved the main characters' animations
Cool little demo! I loved the design and animation of the main character. The idea of a construction plan has a lot of potential, but I think it could make for even better visual storytelling if it actually looked like it represented some kind of real place. It felt like you didn't get a whole lot of control while mid-air, making it pretty hard to land on some of the smaller platforms. I also think it'd be nice if the checkpoints also healed you and/or gave you some other indication of actually saving progress. Regardless, well done finishing your first project!
Congrats on making your first game together! For future reference, since the .exe and .pck file are both essential to play the game, it’s better to just put them into one .zip file.
The art in this game is very cute, I like the frantic run animation! With this much of a focus on jumping, it would’ve been a good idea to implement coyote time, since sometimes I felt a bit frustrated by falling off a ledge when making a long jump. The enemies are very fast, and I didn’t really feel like there was any reason to try to fight them, so I just ignored them. For a first game made in such a short time, this is really nice despite all the jank, I did manage to get all the macguffins.
Hope it was an educational experience for you three! It’s only gonna get easier from here on out!
Exactly, I couldn’t run it at all from itch app because of the separate downloads. Rating phase is over soon so you’ll be able to reupload the zip properly.