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Akoya and the Lost Pearl's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Enjoyment | #5 | 3.895 | 3.895 |
| Overall | #7 | 3.825 | 3.825 |
| Sensory | #7 | 3.895 | 3.895 |
| Gameplay Polish | #9 | 3.579 | 3.579 |
| Relevance to the chosen theme(s) | #10 | 4.053 | 4.053 |
| Genre Interpretation | #12 | 3.895 | 3.895 |
| Creativity | #13 | 3.632 | 3.632 |
Ranked from 19 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?
Protagonist is a sea-themed magical girl. Game is a short metroidvania
Chosen theme(s) and relevant explanations
Theme 6: Pearl. Game is about finding a pearl treasure. Main character is named after a type of pearl
Team/Developer
MiracleJester, Mytho_Condria, Tandapata, painresidual
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Comments
Arg! I can’t find my comment at all, it seems I never posted it, and I can’t find a draft either… and it looks like I never rated the game although I finished it a few days ago…
Anyway, other comments probably say the same thing I wanted to say.
Overall very short, polished experience, more like a teasing, but since it’s in the same category as our game, I feel like we should have done that for our game instead of making too many rooms - but that’s the issue with a jam about metroidvania by nature.
Fighting in water was a bit hard, I had to stop to send projectiles and that would mean getting hit by the boss’s projectiles. I wish we had adapted attacks to cover wide ranges. However I found that using Melee attack while boss was moving and crossing arena center was an effective move (assuming melee damage is indeed bigger than projectile).
Idle animation is bit too “excited”, the chest and even the eyes are like bumping up and down frenetically… It’s unfortunately a common issue with pixel art idle animations where you feel like you have to show some change and the minimum unit is 1 pixel, but I think there are enough references today to see how it can be done more quietly…
I have not much time left before rating end so I’ll just focus on rating now.
Aww, that was way too short, I really wanted to keep playing! It definitely looked like there were gonna be additional paths to explore with a double/high jump ability, too. Also, Windows complained about a firewall when launching the game for some reason.
The graphics and music were gorgeous, and the character movement both on land and in water was some of the best I've experienced in the gamejam. Also, was that the Lego crystal piece as the wall crystal decoration? If so, that's a really funny little easter egg, haha!
The combat was nice as well, although the super short range of the melee made it a bit hard to hit enemies before taking damage, especially against the bats. (Also, bats underwater?,..) Also, it'd have been really nice to be able to attack while crouching on land, since all enemies except the boss were shorter than the player.
The duration of being unable to move while shooting underwater also felt a bit long, considering that there shouldn't have been anything to get stuck on! Nothing too major, but it just felt a bit jarring during the boss fight. That said, the boss fight itself was pretty cool and had a nice amount of difficulty for a first boss!
Overall, really fun game, I'd love to see more of it! Great job!
Thank you so much for your wonderful feedback! :) We also wished the game were a bit longer, but just like you, we see the potential in it, and it was really fun to make. Great job on your work as well.. give yourself a good pat on the back!
First, I want to highlight that the movement in this game feels really good, and that’s not as straightforward in a platformer as it may seem, but right away all the movement felt good and intuitive, the only issue I had was that movement in air felt really imprecise since it seemed like you accelerated too fast to do any minute movements. The character coming to a complete stop for either attack also felt a bit awkward. I also noticed you can crouch, but you can’t perform crouching attacks, which is a bit of a bummer. But besides the overall short length, there really isn’t much to complain about, everything that’s there is overall very polished. The character sprites and room graphics are really nice, I like all the sound effects, and the mermaid transformation for the water sections was very unique and creative. Great job!
Thank you for the feedback!
Nice! I loved becoming a mermaid. The art is really charming. Would love to see more!
Thank you so much! We love our art toooo, Mytho did an amazing job on it and its direction :p Lovely job on your game as welll!
The fact that, if you jump while moving does a long arc by default felt a little strange, but it’s not something i couldn’t get used to it, eventually.
Small crabs and and two attacks that hit forwards were not a great combination for the first enemy, like sure, the melee attack hits them, but it doesn’t feel like it should.
The inputs had a weird half a second delay to everything, i don’t think that was an intentional choice, tho.
Thank you for playing our game and giving honest feedback. We really appreciate it :)
I loved the game, it felt so polished! The level designs are very cool and the controls are very intuitive. The swimming ability was a nice surprise :D
Thank you so much for playing our game! Our programmer, artist, and sound designer worked really hard to make it feel intuitive and polished. We’re super glad you enjoyed it 😊
Crabs? Bats? Swimming? Hmmm, that reminds me of something...
The overall execution is incredible! There are so many nice little touches: surface-based footstep sounds, separate animation for crouch, swimming transformation, water shader... You even implemented fully functional slopes!!
That water body collision is truly a pain to handle. In our game I ended up switching the collider between a rectangle on land and a circle in water, but it still feels a bit weird.
It's a bit of a shame you teased with different routes that require a double jump, and then cut that ability out of the game ¦3 (but that's better than creeping the scope, well done on prioritizing!)
The only problem I had was a very big input lag. Everything happens with a noticeable delay.
That's a great foundation to expand from, well done!
I was dying (in the best way possible) while playing your game haha. It felt so similar, I loved it. Thank you so much for playing our game and for the positive feedback.
P.S. You guys really nailed the water mechanic. I can’t even imagine how much effort went into that. Seriously, fantastic job!
Well done! The game is short but polished.
Character is very cute. I like the idea of transforming into a mermaid and exploring and combat underwater. The music and sound effect is good too.
I think the momentum when jumping is a bit off. If the horizontal velocity during the jump can only increase when the movement key is pressed, it may feel better.
Overall, this is a solid entry and can expand if you want. Keep up the good work!
Thank you so much for taking the time to try our game. We really appreciate your feedback as well :)
Awww, a shame it's so short, it ended right when I was starting to get the taste of it!
The game is very pretty, I love Akoya's design and the character animations are simply impecabble, I adore how heavy her wand feels, it really shows off itself as a capable weapon. The transformation transition from human to mermaid and vice versa is also a lovely touch, all the spritework here is amazing.
The scenery on the other hand feels a tad bit rushed honestly, it doesn't really look super natural, the props doesn't quite harmonize with the level layouts, and the layouts thenselves also feel very dull, wich is unfortunate, it kinda looks like someone picked an empty video-game level and added a few stickers on top of it instead of being made with the decoration in mind, if that makes sense...
The musics are really really good tho! I really wanted to hear more of them! Again, the game being so short made so that I couldn't appreciate the soundtrack properly!
My favorite is by far the beach theme, it's suuucchhh a vibe!! (In fact, I left it playing on the background while I write this down <3 )
It's also hard to judge the gameplay on such a small time I had to feel it on my own control, but it seens very serviceable, attacks have weight thanks to the amazing spritework and movement felt smooth. I really like that the ranged beams can be redirectioned mid-animation, it feels really great and was an excellent addition at the boss fight.
Alas, I think that's all I have to comment about. This is the start of a really promising entry, but sadly it seens like for now it will stay as promises...
Thank you for the feedback! There were definitely bigger plans for this game, but lack of time and a level designer really shortened the game's length. I am glad it seems like there is a solid core there to work with!
I liked it, I was actually a bit sad it ended at the first boss :(
The game is visually very pleasing. I really liked the animation of the main character, you even added a crouch animation, fricking eye candy dude! The only thing I could point out in this regard is the motion blur on the sprite looks kinda bad, tho maybe this wasn't something intended and something from my pc.
The combat does the job. I like the possibility of having both a melee and a ranged approach. One improvement you could make is maybe making the melee attack hitbox a bit bigger, it felt a bit hard to hit enemies, even when they were kinda close range to the player :S
Platforming solid also, you implemented the feel-good juices of controlable jump height and zero acceleration on horizontal movement for more precision control, it is nice! I think the momentum during the jump felt a bit awkward, I believe that if I could control the horizontal velocity on air as if i was in the ground would make it feel tons better(like if I am not pressing left or right on, the character won't move forward).
The power-up you implemented is also very interesting, water movement feels snappy and fast, and that's the way i like it! The mermaid transformation sprite is also a very nice touch
The levels you came up with really nailed the metroidvania feel, at least I saw a lot of fricking paths along the way to the boss and was like "GAH I better remember to check these later" (and still am)
Overall, this was pretty solid! I believe if you ever want to expand this project, it has legs to walk! :)
Thank you so much for playing and for the detailed feedback!
Great entry! I think the character sprie and animation were pretty good. I also liked the BGM of this game! Too bad it was a lot shorter than I thought, I had a fun time going through it though! I was dumb and only found out the ranged attack at the boss portion already haha, which made it a lot more doable. Thank you for making this game!
thanks for playing!
Nice job on this one! Really cool animations and art, I especially loved the death animation. It fits very well with a Magical Girl theme. It's quite short, but what you've got is polished. I wish there were more opportunities to mix up the ranged and melee attacks, especially with the boss fight. I found myself mostly swimming to either ends of the stage and using the ranged attack hoping that the boss would run into it. I loved the detail of the mermaid statue being a save point, make sure to keep that in there if you keep developing the game. Nice work!
Thanks for playing! Originally we wanted to add more mechanics to both attacks, but as always time was a problem
Really fun rage game. I think it would play nicer with controller support and ability to cancel out of attack animations if that isn't already a thing.
This game ticks all the right boxes for this jam. Character design, metroidvania, magical girl, pearl. Good stuff.. Keep up the good work.
Thank you for the feedback! Controller support was definitely something we wanted to add, but near the end of development we lost access to controllers and could not do it by the deadline.
I like the vibes of this, it’s very cute, the ending screen/splash art of the main character especially. And the overall aquatic/tropical vibe was nice.
The boss fight was tricky, but I got it in the end, the attack felt a bit clunky since the boss does contact damage and can move quite unexpectedly, so I just relied on ranged attacks, which did make things feel a bit less exciting.
It’s quite short, but nice job on getting this game out!
Thank you for playing! Wish we could have added more content but we were able to round out the experience!