Player was a difficult to control, could not get past the first wall if spikes but , the sword swing looked satisfying, wish I could hit something with it, will give it a try again.
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Dungeoidvania's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Presentation | #18 | 3.474 | 3.474 |
Metroidvania | #23 | 2.842 | 2.842 |
Overall | #24 | 2.868 | 2.868 |
Design | #26 | 2.789 | 2.789 |
Enjoyment | #31 | 2.368 | 2.368 |
Ranked from 19 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Engine
Godot
Team/Developer
Ruben Teijeiro
External assets
They are in the game page
Comments
Nice game, I won't keep repeating the same thing as everyone else, but can't wait to play a version of this with updated movement controls... I also managed to get soft locked in the (first?) area with the skeleton.. possibly because I used the key from the start to open the door and fell down... maybe the keys could be coded to the doors themselves..
But other than that there is some really nice level design!
Good graphics, music and sounds.
The character is so slippery that it's nearly impossible to control it.
Spikes are death trap, it's impossible to jump out of it.
I think it can be interesting game if character control be fixed.
The Choice of Assets are very good, the music enemy and player all mix with each other well.
Suggestions:
Enemy should have some hit feedback(Sound, Color Flashing on there sprite)
Player weapon was so low range.
Collision Mechanism were snappy, it took me a while to climb that first part
Player Hurt can have same invincibility frame time, like you can't be hit for a second. jumping on spikes felt so helpless and frustrating
So, I like the music and the look of the game, but the platforming is… waaaaaay too precise. I’d bias towards floaty plaforming vs this, but, if you are going to go for super precise platforming, that’s enough challenge to start with, without including spikes to dodge too, at least until later, once there’s been some time to get a feel for things.
Generally, I’d tune the jumps to use lower gravity, and if your platforming is going to be this precise, I’d use a rectangle for the character’s physics box, instead of a capsule.
In the area of animation: One cool trick I saw in a GDC video a while back is to put the attack frames out very quickly, and then to play the anticipation frames after. That forms an illusion that the character has correctly done the anticipation. I don’t always use that approach, but for a precision platformer like this, that also has combat and small arenas for said combat, it’d help.
(That being said, balancing challenge is often something I’ve struggled with myself)
Didn't really know where I should have gone here, ended up in the large room with one skeleton and platforms but it led nowhere and had to restart several times. Other routes seemed like dead ends too. Several times I just had to take leaps of faith hoping that I wouldn't softlock or die on spikes. The edges were also very slippery. Well used assets though.
Really solid presentation. You picked great assets, and made them satisfying to look at and interact with. The music matched the mood quite well and the level design was really the most impressive aspect of this game in my opinion.
I think your game's weakest area is mechanical tuning. Things like slipping off of the edges of platforms unexpectedly, the slow attack speed, and spikes being so difficult to get out were a bit distracting for me.
Really nice submission!
The game's overall design is pretty sweet. One feedback to give is to tweak gravity to a tiny bit lower to allow me to relax when I jump because I become anxious after doing it for a while. It seems to be breaking my ability to stay immersed in the game. Other than that, I do have a goal to attain. To slay that skeleton I keep seeing deep down in the dungeon.
Hello!
Great work! I really liked your asset selection. The music was nice and the graphics were appealing.
I enjoyed playing your game and I think I discovered everything.
Here's some feedback that might help you improve your game later. But take it with a grain of salt, because I have my own opinion, which may differ from your design philosophy.
Speaking of opinions, I'm really not a fan of using the arrow keys to move. I'm just used to W/A/S/D, which feels much more natural to me.
It also means I'm not as comfortable moving around with it. This ties directly into my next point. I would lower the gravity and make the character float a bit more.
Not a lot, but just a bit, so he'd be easier to control. I would also increase the jump height to make tight jumps a little easier.
I also noticed that you are using a capsule collider. I prefer box colliders so you don't slide over edges when you barely do a jump.
Also: Have you ever heard of "Coyote Time?" It's a very useful tool that makes jump'n'runs feel much more responsive and forgiving.
I liked that you can jump on enemies (at least the slimes) to defeat them. I actually preferred this method, as melee attacking "stunned" me for too long.
A single weapon swing instead of two would reduce the commitment needed to start a fight, and the fight would feel much more dynamic. Maybe give the player a little bit of forward movement to make it feel more dynamic.
I would also add a knockback effect to the enemies.
Anyways, keep up the good work and you will be improving very soon :)
When you fall in a spike pit, you loose control of the character and just sit there watching her die.
I wish it would be a little easier at the beginning, so I could explore more. It looks like you put a good amount of effort in level design!
What I liked
- I really liked that you were able to take multiple external assets and make them work together. I always have a consistency issue myself, but you made it look and sound very cohesive. So congratulations there.
- I'm always a fan of gamepad support (Godot makes this so easy for us <3)
- Your game page mentions that this is your first metroidvania, so big congrats. It's a great feeling accomplishing that and I would love to see you enter in this jam again.
- I'm a big fan of health bars for the player. I prefer this over the rage inducing "1 or 2 hit" deaths.
Feedback/Suggestions/Questions
- The item that sticks out the most to me is player movement, which is very important, and takes some practice to refine. In this case, the gravity is really high which lead to really hard jumps that looked simple. I had a lot of trouble just with the starting part. So in the future, I would look into refining movement.
- The invulnerable period probably would feel better if it was longer.
- Player knockback felt off, but that's probably due to the high gravity.
- I received some advice in my first MVM that really helped me. Think about the player experience as a whole and the feedback you give the player when they accomplish something. In this area, I felt there wasn't enough feedback when successfully hitting an enemy. I could mostly tell when I was hitting something, but it wasn't completely clear. This could easily be fixed by a damage "flash", knockback, or probably in this games case: damage numbers. I think an enemy health bar would be a little cluttering for this game specifically.
- During this game jam, what were the harder parts of making this game? I'm always interested in what setbacks or issues games had during development, especially fellow Godot users.
Overall, the game looks great and I think if you choose to work on this post-jam, you could really polish this up. I look forward to future entries from you and congratulations on making your first metroidvania!
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