Absolutely loved this! Great aesthetic, and while O and K for the controls is a bit, unique, your character controls very well. Great job!
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IRON ALCHEMIST's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Presentation | #9 | 3.923 | 3.923 |
| Design | #10 | 3.462 | 3.462 |
| Metroidvania | #10 | 3.731 | 3.731 |
| Overall | #11 | 3.558 | 3.558 |
| Enjoyment | #20 | 3.115 | 3.115 |
Ranked from 26 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Engine
CONSTRUCT 2
Team/Developer
EMMANUEL AQUIRA
Comments
Really cute concept. I was honestly drawn in by the weapon sprite and despite being quite simple it was still fun to use, it felt much longer than a normal sword. The music was pretty repetitive but I have to admit it grows on you and I felt myself zoning out listening to it (in a good way, very relaxing). The graphics themselves were very cleanly presented, nice contrast and very sharp. I'd say the game's presentation was its strongest suit.
Some feedback,
1. It took me a long time, like a ridiculously long time, to figure out how to jump. O seems like such a random keybinding to me. I tried to view the help screen from the menu but unfortunately it wasn't working, so I had to press most of the buttons on my keyboard before I figured it out. Once I did, the jump felt pretty good.
2. I ran into a gamebreaking bug where once I had unlocked double jump, I went back to the left side of the map to try to follow that upwards path, but double jumping on that platform didn't load the next screen and I ended up on the ceiling of the level. I eventually fell of and was unable to progress.
3. As has been mentioned, the losing of all progress and being sent back to the main menu on death is a pretty big bummer.
Definitely some cool stuff in here, but it needs some polish as well. Overall it was a pretty clean experience some minor annoyances aside.
A main menu definitely adds polish to a game but being sent back to one on death isn't so nice.
The art style is nice the enemies look visually interesting, I think SFX would make the enemies have even more personality. The game's name is cool too.
Being able to drop below platforms I feel shouldn't be an unlock as while not having it does block off an area till you get it, it's not a very exciting move to have as it's not very fun to use.
The whip was a cool animation for a melee attack and an interesting way to make such a long ranged melee attack feel right. The fireball hitboxes felt like they were hitting me more than they should (though that might just be me).
Nice game, I enjoyed it.
Wow! Very beautiful game, but way too hard for me. Enemies are relentless, and I found no way to regain health.
A nice little metroidvania with great art and animations!
I liked that your weapon is a whip, however there's usually no margin for error when you want to attack and then avoid the enemy, making it very difficult to get close yo enemies without being hit.
Also, the lack of checkpoints or respawn rooms makes it somewhat tedious, specially when you are starting out and figuring how to play.
Nonetheless, the game's great and it has a somewhat professional feeling to it!
A very nice game. The pixel art style was one of my favorite things about this. I also liked the fact that one could use the lamps as an advantage to quickly restore health.
The one issue however, is the fact that there are no save rooms, why? It really hurt me after a long time of grinding only to find out I had to start from the very beginning. Maybe add a save room or checkpoints next time, okay?
Nevertheless, it's once of the best metroidvanias I've played in this jam. Well done.! :)
I could tell you wanted to make the game hardcore. My advice would be to seek inspiration from dead cells and dark souls, especially dead cells. Since in that game, if you die, no matter where you are, you start from the very beginning. But with your upgrades intact.
Also, if eventually you decide to not add checkpoints, you might want to make the game a lot fast paced than usual. Maybe make it so that players can fully explore or beat a section in less than 10 minutes.
Still, it's a great game. :)
Well put together!
Run into the Issue that after i got the Double Jump i went back to start trying to get up the Area, but the Camera don't move up and when i got down i got +100 Health more.
- Graphics +
- Gameplay +
- Metroid Vania +
Feels overall very solid to play. Cool Little Game, sad that the Boss weren't finish!
Mechanics feel good, nice movement, nice jumping. Lovely Design and good SFX
Keep up the Good work.
Nice job! I did however run into an issue. The area above the starting requires double jump. I got it and jumped up onto the platform that leads up. When i jump up, i didn't transition to another room. Instead, i got the classic mario "above the ceiling" effect. I could walk around for a bit, but then it spawned me back as if I died but put me at almost 200 health.
Well made with some really good spritework and animation, especially considering the low res.
Music and atmosphere is also pretty awesome.
If i had to nitpick i'd say that the jumping down mechanic is a bit odd, with having to first jump then press down in the air to go down platforms, and i didn't quite understand some enemies at some point seemed invincible after i killed 2 or 3 of the same type ? (the blue floating ones) maybe a bug i'm not sure.
Regardless i had a good time anyway, and i like how you managed to get the feeling of the whip attack down, and even have the powerups inside lights just like Castlevania !
Neat entry, Good job :)





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