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AndresTapa

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A member registered Apr 19, 2021 · View creator page →

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I love how much you achieved with such a limited color palette. Excellent work!

I got a bit lost in the UI between levels, though—I wasn't always sure what I was supposed to do next. A little more guidance there would really help.

I also loved the animations and transitions—they added a lot of polish to the experience.

Other than that, excellent job!

Thank you so much!

Usually, when we don't have an artist, I make the art myself. If you have a chance, I'd love for you to check out Lux Ultima on my profile—I created all the art for that one.

This time, though, the genre we chose was way beyond my artistic skills, so I decided to focus on the mechanics, gameplay, polish, and everything else. As for the music, Rodri absolutely nailed it!

Thanks again for playing—we're really glad you liked it!

Nice game! Games in the ’90s looked exactly like this. It’s a really cool interpretation of the theme.

I wasn’t always sure what I was supposed to do or what the controls were, so a short tutorial or some on-screen instructions would help.

That said, the art style is impeccable. I really loved it!

Thank you! My friend Rodri did an amazing job with the music and sound design. I just brought everything together and made it work.

Thank you! We can't take much credit for the art, since most of it comes from free assets.

That said, we worked really hard on everything else—programming, game design, polishing, and making sure everything came together into a fun experience.

Thanks for playing!

Thank you! We're glad you enjoyed it.

Yes, WASD support has already been implemented in the updated version. It was a bit tricky to figure out how to handle the tooltips, but we sorted it out, and we'll release the update after the jam ends.

Thanks again for playing!

The level of detail and the artwork in this game are absolutely insane. Awesome work!

Thank you! We worked really hard to polish everything we could within the time limit, so we're really glad that came through and glad you notice.

Nice animations! 

Awesome game! It was a bit hard to understand what to do at first, but the visuals and shaders are outstanding!

It really reminds me of Mike Klubnika's Concrete Tremor—it has the same kind of vibe.

Awesome job!

I think you could lean even further into the horror if you wanted to. At first, I was so on edge that I kept expecting something horrible to jump out and eat me at any moment.

The atmosphere is fantastic. It's really nice to see a game like this in the jam—it feels like a true passion project.

And I absolutely loved the little game on the handheld console! It honestly feels like it could be a game of its own. 😄

Great work!

Thank you! We're really glad you enjoyed it.

I can't take much credit for the art since it's mostly made from free assets that I put together. Everything else, though, is our own work.

We're already updating the game based on all the feedback we've been receiving. For us, that's the most valuable part of participating in a game jam.

In every jam, we also set ourselves a technical challenge—something new we want to learn or achieve. Then, in the following projects, we try to build on everything we've learned and create games that can stand on their own as complete experiences.

Thank you again, and I hope you'll check out the post-jam update! 

Thank you! We're really glad you enjoyed it.

You're absolutely right—that kind of ability-gated exploration is a core part of the Metroidvania genre. However, during a jam, players often spend very little time with each game, so we decided to give them most of the movement abilities from the beginning and treat this version more like a demo.

Wall sliding, wall jumping, and unlimited wall jumps were originally designed as abilities that would be unlocked later in different areas. In fact, the systems in the code are already set up to support that progression.

We're currently working through all the feedback and plan to update the game after the jam with more mechanics, levels, progression systems, and reasons to revisit previous areas.

Thank you again for the thoughtful feedback, and please come back once the jam is over to check out the next version!

Thank you! That really means a lot to us.

For every game jam, we set ourselves a technical goal—usually to learn something specific, like dynamic lighting and shadows, curved tiles, or some other technique.

For the last few jams, we've also been trying to build games that stand on their own as complete titles by incorporating everything we've learned along the way.

We're really happy to hear that our little game gave you that impression. 😊

Really nice entry! It's minimalistic, but it has a great sense of gameplay progression.

I really liked the spell map, but there were a few moments when I wasn't sure what to do next. I think some additional visual feedback or a few more instructions would help guide the player.

I only knew about the spell map because I saw it in the screenshots, not because the game itself directed me there.

Anyway, I think it's a really good game. Great job!

Interesting entry! I really liked the mechanic of interacting with the ship's instruments to repair it after taking damage.

One thing that could improve the experience would be some feedback while using the steering wheel. For example, showing how many turns are needed or adding some visual indication that you're doing it correctly.

Overall, I think it's a really nice modern take on a retro genre. Great job!

Well, you have a point there. 😄

The input tooltip mapping bug is actually a browser issue. I realized that a bit too late during the jam.

Internally, the game supports three controller layouts:

  • Nintendo
  • Xbox
  • PlayStation

Nintendo and Xbox use swapped button layouts, so the browser is probably detecting the opposite one. If you download the game, it detects your controller correctly.

Thank you for testing! I didn't add a reminder on the splash screen recommending a controller, so not everyone tries the game with one. And in a Metroidvania, that's kind of a core part of the experience. 😄

I'll probably add an option to let players choose which button layout they want to use. Wait for the update, there is a lot comming.

There are a lot of things going on here, but let me tell you what I liked the most:

  • It has fresh gameplay built around a solid core mechanic, while still fitting perfectly with the Retro theme of the jam.
  • I love how you worked with the low resolution and pixel rendering. It fits the jam perfectly.

There is clearly a lot of work behind this game. Great job!

I didn't quite understand your interpretation of the theme, but the art and the amount of detail are really impressive! It shows a team that knows exactly what they want to show and how to present it. Really impressive!

The game is great. I'm not really into this genre, but I think this is a very solid submission.

Yes, I totally understand.

Try not to skip the intro cutscene—it's a small but nice surprise for a jam game. 😊

By the way, the first thing I did today was add a reminder that appears when your health is low and you haven't healed yet. It'll be included in the update once the jam is over.

Thank you!

Metroidvanias usually have very responsive controls to give the player as much control over their movement as possible, but I'll definitely look into it.

Could you tell me what felt too sensitive? Was it the movement, the jumps, or something else?

You can also play it with a game controller—maybe you'll find it more comfortable that way.

Please let me know!

By the way, I just watched your stream. Thank you so much for streaming my game!

I noticed you forgot that once you've collected enough energy, you can heal by holding the C button. I figured I'd mention it in case you decide to give it another try. 😊

I'll add some tooltips that appear when the player's health is low to remind them they can heal.

I had to come back and see what your interpretation of the theme was about because I didn't really understand it while I was playing. Let me tell you, "RETROgrade" was a really clever surprise!

I didn't quite understand the mechanics at first, but I loved how much was happening on the screen and how you managed to turn the rotation into part of the trajectory. There was clearly a ton of work put into this.

Excellent job!

The blocky movement and combat reminded me a bit of Prince of Persia 3D, so I think you really nailed the theme. And making a 3D game for a jam is a ton of work, so great job!

I noticed you mentioned that progress doesn't save in the web version. I don't know how you're currently saving player data, but here's a tip: if you use user://app_data/ instead of res://app_data/ as the root folder, the downloaded version will store the data in the user's AppData folder, which is where it should go. And in the browser, it'll be stored in the browser's local storage/cache automatically.

That's how I handled saves in my game, and it works really well. You might want to give it a try—and feel free to test it in my game too! :)

I used to work with old software, and this is exactly what old interfaces looked like back in the day... You absolutely nailed the retro theme.

The interface was a bit blocky too, which made it feel even more authentic. I didn't get to play much this time, but I'll definitely come back because I want to see how it ends.

It honestly feels like part of a much bigger game—as if this is the interface you're using on a computer in a 3D world while some creature is lurking in the darkness just outside your view. It totally gives off that vibe.

Awesome game!

Nice submission! It was a bit hard to aim, but I think that was consistent with the jam's theme. 😄

I think a pinball game is already retro enough on its own, so you don't really need to rely on Pac-Man characters. Maybe something else could work just as well.

That said, I really loved the combat mechanic. It felt like a great mix of retro vibes and a fresh gameplay idea. It brought back a lot of old memories, and to me, that's what retro is all about—a little bit of nostalgia.

I also loved the animations, especially how well they synced with the music on the main menu. It made everything feel really dynamic.

Great game!

I struggled quite a bit with the controls. What made you decide to design them that way?

Still, it was a really interesting submission. I really liked the Windows 95 aesthetic and how the game progressed through multiple windows—it gave the whole experience a lot of charm.

What an unusual take on NES games—I love it!

I'm usually not into parody games or games that rely heavily on references, but the Tetris blocks used for climbing and the pipes that rotate the world were really clever ideas. The Pac-Man section was a bit tough at first, but then I remembered I could wall jump, and everything clicked. Great job!

I think the core concept has a lot of potential on its own if you move far enough away from the direct references and let it become its own unique world.

Really nice game! I love the music, the art, and the character poses.

Did you use a rig for the animations? If so, it fits this type of game perfectly. The movement feels really expressive and gives the game a lot of personality.

Hi! How are you?

First of all, thank you so much for these assets! I used them in a game jam, and I hope you like what I made with them.

By the way, would you consider drawing the character shooting straight up and straight down? A few people suggested that feature while playing, and I realized it's actually a pretty good idea.

Anyway, here's the game if you'd like to check it out: https://andrestapa.itch.io/retro-vania

Now that you mention it, yes, I do! I'm actually an engineer. Back in the day, I used to develop prototype veterinary medical equipment, but I eventually left that field. Now I work at Rockhopper Studios as a senior developer.

It's definitely a different industry, but I still enjoy solving technical problems and building things—just in a much more fun way!

Thank you so much!

We spent a lot of time trying to make the controls feel as comfortable and responsive as possible.

As for the instructions, we're taking note of all the feedback and are already working on improvements. We'll release a more polished, definitive version once the jam is over. 

Thank you! Yes, we took a lot of inspiration from classic games in that genre, especially old-school Metroid and Mega Man. 

i now how it's feels haha

Thanks a lot! This project brings together feedback and lessons from several game jams.

I’d love to turn it into a full game someday. I had already been working on an unfinished Metroidvania that reinterpreted one of my previous jam games, so for this submission I had a pretty clear idea of what I wanted to build and how to approach it within the limited time.

Keep in mind that some shaders are limited on the web, and browsers usually run games on a single thread, so it's perfectly normal if it works on desktop but not in the browser.

Also, remember that Godot lets you run your game directly in the browser once you've configured the Web export. You can then use Remote Debug to inspect and debug the HTML5 version, which makes tracking down web-specific issues much easier.

I played until it crashed, but what a nice surprise! It's a really interesting RTS built around path management.

I'm not usually into RTS games, but this one feels really solid. As for the crash, I think it might be related to how units target paths or how they behave when traveling through the network, especially if a node gets destroyed while they're navigating.

Great job overall!

Thank you so much!

For the art, I mostly used free assets I found around the web. I made a few small assets myself, but only a tiny amount. The music and sound effects, though, are all my friend's work—he did an awesome job.

As for the game itself, I'd already been working on an unfinished Metroidvania that was meant to be a reinterpretation of Lux Ultima, a game I made for another game jam (you should give it a try, by the way! 😄). Because of that project, I already knew exactly what I wanted to make and what I could realistically finish within the jam's time limit.

It really felt like a race against the clock, but I'm so glad you enjoyed it!