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Not bad, its overall a fun game. There are a few clunky moments, but nothing that puts you off the game. 

The graphics give off a quaint retro feel and the music seems fitting for the setting.

Control wise jumping is a bit floaty but easy to get used to. The biggest issue however is a lack of 'coyote time', this resulted in me often falling off ledges instead of jumping as you cant be even a frame late with the button press.

The game starts off very maze like at first as there are many blocked paths you don't have the upgrades for but starts to open up once you get a few upgrades.

Overall decent level design, but until I got double jump I kept feeling like I was slowly being boxed in as all the paths would end in a dead end in which I needed another upgrade. This left me feeling lost until I finally stumbled upon the upgrade. Afterwards however, the level design seemed to naturally lead me to the next upgrade and even the upgrade after that.

As for the ending, I'm not sure if I sequence broke as after getting the roll upgrade I teleported to the top then dropped back down to the small hole you fall past at the beginning. From there I shot a wood wall blocking my path and the mine began 'collapsing' requiring me to climb back up which triggered the ending.

finally a small bug: Not sure of the exact timing but I shot a wood wall as I jumped into it and continued to float midair as if clinging to the now non-existent wall. Wasn't hard to revert to normal by jumping.

also the bats kept just getting stuck on nothing.


Anyway, good work and thanks for the fun game.

(1 edit)

Hello,

Thank you for playing and for the feedback: we will be taking good care of the points you raised in future projects.

I appreciate your comment on level design, which was my responsibility. It is true that it may feel funneled until getting the second ability (Double Jump); after that the level design opens up with more branching paths and several routes to get to the following abilities.

Your sequence break was a possibility indeed planned in the level design. Not many players have found it. I am glad you explored the beginning of the map by using the teleport. Indeed, shooting that wood wall after getting the Roll ability triggers the ending. You can load your previous save and continue exploring.

In which sequence did you acquire the abilities ? Normal sequence is: Wall Jump, Double Jump, Dash Upgrade, Gun Upgrade, Roll.

I am glad to say that I designed the levels to include 2 sequence breaks to acquire the abilities in several different orders, and one sequence break allows to complete the game 100% in less than 18 minutes.

Cheers

That sounds like the order I found the upgrades, I believe I was at 92% or something when I finished, only did the ending backwards using the sequence break which briefly confused me.

Glad my feedback may be of some use to you and the team.

You did some great percentage!

In fact, to be fair, I should clarify and correct myself.

What you did is not really a sequence break properly speaking, considering the way the game is designed.

You don't skip any content by doing that, or you don't change the order in the sequence of events.

In all cases, to do that you need Roll, which is the last ability whatever real sequence breaks you may have previously taken to access other abilities in different orders.

What you did is just an alternative way to trigger the ending. The usual way is to come from the left. You did good exploration after acquiring Roll and ended up coming from the right. It may have been confusing tough.

Nice insights from for part!

Keep in touch

Hello again,

We took your feedback seriously (jump too floaty, coyote time, level design, flying enemies) and I am happy to share the new Metroidvania we have published for the MVM23 Jam Session.

Would you give it a try and let us know what you think? That would mean a lot to us. I encourage you to try and finish it.

Thank you for your time,

Take care

https://itch.io/jam/metroidvania-month-23/rate/2538832

https://eelshep.itch.io/meteora