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A jam submission

Trashovania or That Time I Fell Down A HoleView game page

A metroidvania game you can remix
Submitted by Niki — 19 hours, 34 minutes before the deadline
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Trashovania or That Time I Fell Down A Hole's itch.io page

Results

CriteriaRankScore*Raw Score
Overall#73.6093.609
Design#73.6253.625
Metroidvania#74.0634.063
Enjoyment#113.3133.313
Presentation#203.4383.438

Ranked from 16 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Engine
Custom HTML5/JavaScript engine

Team/Developer
Niki Gawlik

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Comments

Submitted

I enjoyed the game, and I found the gameplay, especially the bosses, to be satisfyingly difficult. My biggest complaints would be that I found it virtually impossible to avoid the enemy in the room before the first boss and that I had trouble using the grappling hook.

Developer

Thanks for the feedback! :)
Yeah that enemy is the first thing I'd change, everyone is commenting on it ,:D

Submitted

This is a super-solid entry. It hits every mark pretty well--suffered a bit on design/enjoyment especially from a couple of rooms in particular being rather frustrating, but besides that and a couple of generally too-tricky-for-basic enemies (in my opinion) there's not much to say that isn't positive. The simple art might not please everyone but it's pretty serviceable and the "juice" of squash and stretch is nice.

Developer

Thanks for the feedback!

Submitted

Wow, this game is pretty great, albeit maddeningly difficult at times. I powered through and I'm glad I did, but some of those challenges were a real doozy! The first boss was really hard but also a really clever design. I struggled with the second boss too, but the third was much easier. The platforming sections with insta-death spikes almost made me rage-quit at a couple points, including the very last challenge to the top. However, overall the gameplay was very good and compelling and the finish was rewarding. Here are a few thoughts:

1.  Part of this is a limitation of the tiny resolution but there were a number of rooms where enemies attack you almost immediately after entering. This felt a little unfair. Also, I never successfully made it past that very fast enemy in the tiny space before the first boss without taking damage. Not fun. 

2. I appreciated the fact that gameplay was fairly intuitive; it was difficult but I didn't ever feel like I didn't know what to do. The grapple thing was the hardest to figure out. 

3. I think *slightly* tweaking some of the platforming challenges and/or being more generous with save points would make it a bit more enjoyable. After a while, it was pretty demoralizing having to backtrack through a bunch of spike segments only to fall on another spike and then do it again. 

I can't believe it but another javascript game is a serious contender. Well done. 

Developer

Thanks for the compliments and detailed feedback! :)

Submitted

Fun game! The hat mechanics is the best, lol:) The first blue boss seems the strongest, the third boss with eyes doesn't hit at all? In general it's surprisingly very solid submission!

Developer

Thanks! Yes the first boss seems to be way too hard, the game suffers from difficulty problems in general, is what I learned from the reviews ':D

Submitted

the game mechanics were top notch really loved that!

gamepad support should have been nice as these kinds of fast paced platformers feel a little easy with it

Developer

Thanks! Do you mean the game would've been easier witha gamepad? I could see that being the case...

Submitted (1 edit) (+1)

Yeah, with gamepad it would have less frustrating dying again & again

Submitted

I definitely loved this submission, well polished and had a really fun time !
Just in case you don't know : the first boss respawns, and I got hard-locked by re-entering his area from the exit,

And in the top-right room, if you go to the top-right, the game seems like trying to spawn you from below and you die x)

Anyway, good job, great metroidvania !

Developer (1 edit) (+1)

Thanks!

And thanks for the QA testing ':D I was aware of the respawn bug, but forgot that it would hard-lock the player on the first boss, or else it would have been much higher priority for me to fix. 

It's intentional that you die when you go out of bounds (go to a room coordinate that doesn't exist), you are just not supposed to be able to climb that wall, good find! I think the reason you are able to do that is that the black walls lack a script for collision at the room edges that other walls have, I just forgot to add it for them.

Submitted(+1)

Yep, encountered just the same two bugs.

Submitted

Challenging and surprisingly fun for such a silly art style. Also, I felt like the metroidvania aspects were especially strong.

Great submission!

Developer

Thanks, and thanks for playing!

Submitted (1 edit)

I went in thinking that this was a joke project, but it was actually a real game - good one too! I had completely missed that this was made on a custom engine, kudos on that!

Fun graphics, gameplay and upgrades, the enemies just had too much health. Moreover, the first boss was way harder than the other two, especially because of a hard-to-dodge enemy before it.

Developer

Thanks for the feedback!
Yeah I definitely should have done a bit less of the "enemy that you can just barely dodge" type rooms. And having one of those before the first boss when most players will only have 4 hp, was a bad idea in hindsight

Submitted

I love the graphics and the mechanics. Great job!

Developer(+1)

Thanks!

Submitted

Very cute! I enjoyed playing this!

I admire the effort to make your own game engine. It's a challenging task. Good luck with that! :)

Developer

Thanks!

Submitted

What I liked

  • I'm a big fan of the art. I'm a terrible artist, so I really have a fondness for people who can make "non-traditional" art that simply looks fun.
  • Huge congrats on this being made in your own custom engine. I could not do that haha.
  • I love that you included boss fights. I still find those hard to make. Most of the time, they're just super version of previous enemies.
  • I love that you have a way to increase player's max health.
  • I could genuinely tell that you had a pretty good idea of designing your world's map to encourage the exploration and backtracking of a metroidvania

Feedback/Suggestions/Questions

  • I feel like there were a few times where there were enemies that were simply placed just to be difficult. I think the first one is the room before the first boss. There's two enemies, a fast one and a slow one. The slower one had more area to patrol, but the fast one had such a small amount to patrol. I think switching those would be a good idea to change if you continue working on this game post-jam.
  • Personally, I felt like the run speed and jumping/gravity didn't mesh well. Movement was fast, which isn't an inherent problem, but I expected the jumps to last longer and/or cover more distance in relation to the player's movement speed.
  • What would you say were the hardest or more complicated parts of making your game?


Overall, I liked the game and the fact that you used your own custom engine to make it is really awesome. I definitely could not do that. Congratulations on your submission!

Developer

Thank you so much for the detailed feedback!
I think the hardest part was probably judging difficulty, I got pretty good at controlling the player during development, so I had no idea where the game was difficulty wise. I think that's also what made me underestimate the enemy placement, for me it was a fun challenge, for others probably a bit frustrating.
This could have been solved by getting some people to playtest it, but I guess you other jammers are the playtesters in this case ^^