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(+2)

Procgen metroidvania is always a weird concept and this is no exception, though its a fairly decent execution of the idea especially for a jam game. That said there's a lot of times where I encountered unavoidable damage and the generation of the blue boost thingies felt pretty wonky. I would've liked to see some actual movement upgrades as well rather than just "you can now break a new block type", right now it doesn't actually feel all that metroidvania-y because of this. The dialogue also mentions a map at the start but as far as I can tell there's no map screen... I'd also suggest adding a dedicated room for the totem as it was really anticlimactic to find it sitting in a random hallway. Still, I had fun with this, though I only did a couple runs as there's not much incentive to do any more.

(+1)

Yeah we're working (mentally, I'm still a bit exhausted from the jam to work on this game right now) on unfair damage situations for the future. There was to be a mobility upgrade, but it would have pertained to an area type that was cut from the final game.

Special totem rooms (and powerup rooms in general) are a wonderful idea! The structure's in place to do those, but obviously actually doing them, assuming they do end up lining up with the plan, will be waiting for SMVM.

As will a map. I'm pretty sure once I'm not feeling the time-pressure of the monthlong jam, that'll end up being pretty easy.

Thanks for your feedback--it will be studiously noted and over-analyzed.