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Falcon Nova

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A member registered Dec 11, 2017 · View creator page →

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https://itch.io/jam/415580/add-game/4684047/888712?token=e9vEEWXhQzv82fKaK7RVjG0...

https://itch.io/jam/415580/add-game/4683415/888712?token=GlngBpeOsyazCX00rgtPeVB...

yes you can!

https://itch.io/jam/415580/add-game/4682228/888712?token=KoQByv8W4OsA6HbgXXZmcTlc70

https://itch.io/jam/415580/add-game/4678859/888712?token=CGaRXWBporVbsJISD8f3dTA...

https://itch.io/jam/415580/add-game/4679691/888712?token=NsnxinxvCa2wSotX02cTqkE...

https://itch.io/jam/415580/add-game/4681679/888712?token=uwqY5kShFp9a1HtUZnwC0aW...

https://itch.io/jam/415580/add-game/4673183/888712?token=TLyiopVQNFzUzY6YmWBLiSf...

It is required to pair the words from left to right, and pair one word from the left with one from the right.

Your game can follow multiple combinations if you like, however, it is recommended to designate one combination as your main theme so that people can rate fairly.

You're free to interpret it as you want! You'll get to explain your interpretation when submitting.

You can work solo!

Thanks for asking! MVM is more about starting fresh. However, your game would be suited for the sister jam, Super Metroidvania Month: https://itch.io/jam/metroidvania-month-super-32

The physics engine is very wonky but fortunately you're stuck at the start of the game.

I definitely would like to revisit this prototype eventually to fix the softlocks and the physics.

10/10 would dab dash through traffic props again.

Joke aside, while it's clearly barebones, there's a foundation to work on. It's quirky enough that it actually gets funny. The movement is uncontrollable, which makes meaningful fights a bit annoying. I'd also like to add I spent at least 3 minutes on each lever, and I couldn't confidently say I understand how to activate them even now. Regardless, we do get funny moments from the unfinished aspects. Good job.

Game looks and sounds pretty. Unaware if it was intentional or not, but spamming the attack button lead to some quirky results in animation sometimes, which is just a thing I think I noticed but didn't affect gameplay. I'm probably really bad at it, but the bubble staff is hard to use. I was actively trying at first, until I gave up and decided to spam and hope for the best, which sometimes lead to frustrating platforming. I do think the theme implementation is creative however, and it's obviously impressive what you managed to achieve in such a short time. Fun time.

Looks great.The theme implementation is standard, but well done. Movement is responsive, which is great, but feels a bit rough around the edge. Looking forward to what will result of it, if you decide to push this prototype forward.

You're up there with the quirky humor too lol. Also shoutout AbstractVania, I caught the reference.

A transformation sequence is unexpected but welcome wow. The character controller feels clunky which leads to not feeling in control often. Took me a while to understand why attacking the fans lead to unpredictable movement, until I realized the logic must have been that the ribbons get caught in it? Which is a great detail to have, just poorly communicated to the player. Great effort was put into the visuals, as always. Boss fight had me a couple of times, especially without invincibility, but I had a fun time overall. Very creative take on the magical girl powers too, the concept is lovely.

Solid entry. Knew I'd play it as soon as I heard of it. Your take on movement and progression is very unique and it makes the game unforgettable. My only nitpick is how it was often difficult to execute the puzzles due to how many things you have to do at once, but that's probably a skill issue on my part. Really enjoyed my stay either way. Great game!

The getting stuck in walls part has been fixed, feel free to try again :)

Here you go!
https://itch.io/jam/410113/add-game/4384157/888712?token=4HTiMLnqvJNyzA7JpkyUd8B...


Metroidvania Month and Magical Girl Game Jam are collabing to bring you a genre-blending game jam!

Through a unified game jam page, you're invited to make a metroidvania or magical girl game (or both, if you dare!) with a theme of your choice among a few, and additional optional challenges if you'd like! Both communities are friendly, and it's a great occasion to learn, as the jam lasts for a whole month. Join in and have fun!

Really wanted to play this game because of the obvious inspiration, and I was not let down!

Theme is well implemented. Visuals and audio were fine. My actual gripes with the game are the info dump on the titlescreen, which makes it pretty messy, the inverted y-axis that makes movement a bit unintuitive, and the lack of consistent aiming, like the Starfox games do with the charges. Apart from that, playing a rail shooter in this jam was a treat and I enjoyed my stay!

Had to play this game for username reasons!

Brutal and packed with action, loved the experience. Being able to pick up basically anything with telekinesis was super immersive and thoughtful. My biggest gripe is the mixing of all the audio all together, and no automatic shooting (having to spam left mouse button is something in a shooting game). Apart from that, it's an awesome game and I fully enjoyed it.

Encountered the same bugs as everyone else. That aside, the game felt awesome to play, especially in the player's movement. In the visuals and audio department, it was all good and created a nice atmosphere. Great job!

Lovely visuals and audio, creative implementation of the theme and overall nice to move around. Player character is cute. Definitely enjoyed it all across the board.

Congrats on solving it without using the magnet, it's an optional upgrade!

Interesting interpretation on the theme, we actually had a similar theme in the past (Metroidn't), to which this game would have fitted perfectly. Unfortunately I feel like the process of giving up powers was not rewarding in itself, as they were basically just keys. When getting an upgrade in a traditional metroidvania, it works because the ability actively interacts with the environment, which is not the case here (though admittedly, it was a challenge for what you were going for). Others have talked about the assets mixmatch, to which I agree, and I'm hoping the fairy has an actual purpose, maybe lore-wise, that hasn't been developed yet. If you do plan to keep working on it though, I think you have a nice foundation. Keep it up!

I felt the absence of coyote time on that one, it made platforming pretty painful at time, especially with the sort of floaty 3D movement the game had. That's my main nitpick though; the rest was a solid foundation for a game, if you want to keep working on it!

A very well put together entry. Lots of polish went into it, it shows, and it is appreciated. On a more fundamental level though, the game ended up feeling pretty linear. You just naturally went to get your next upgrades, as you only had one path available each time. This dumbed down the metroidvania aspect of the game a lot. On the other hand, I love that the sort of "hub" area get colored the more powered up you get, which is another thing I liked about the game: the progressive coloration of your environment. Precise platforming was harsh at times, especially considering that, as far as I've tested, there is no controller support. But overall a very nice experience.

Finished it! This is one of my favorites and I loved it.

The movement is crisp, precise, fast and simple, just like the environment, which I thoroughly enjoyed too. It's crazy what you can do with basic shapes and colors. Ambience was awesome and I felt pretty relaxed playing the game. Also, coyote time? Very nice attention to detail and a definite proof of thoughtfulness in making platformers. I cheer very loudly for this game.

Lighthop?? :0

Jokes aside, I love the concept that everything is paused and you're the one who can unpause, you usually see the opposite. Also, a puzzle game in 5 days is a feat, especially considering the complexity of certain puzzles. I get the minimalism, but I do feel like the game lacks a bit of personality mostly on the visual side (and even audio, the music was great, but only when there was some playing). All around tho, I would describe it a good experience and congratulate you on submitting!

As someone who broke their wrist while rollerblading right before the jam this brings back memories lol. I just knew I had to play it.

Lovely little game. Was really confused at the start, but I kept pushing because the movement was so satisfying. Kudos for making a single button control scheme too. Character model was cute, and visually the game was pretty good looking. I'd have wished for the camera controls to be separate from the direction controls, but it's understandable with what you were going for. Enjoyed my stay.

The model is cute but the animations felt somewhat... off?

Besides that, the movement concepts are great but need a lot of work and polish; they currently feel inconsistent and clunky at times, which are fatal flaws for precision platformers. It was also pretty frustrating to fall down all the way when doing a single mistake and having to go back all the way.

I think this is a good foundation of a game and definitely appropriate for a game jam prototype. Good job!

I think the idea of not being able to stop is really creative lol. I cheer. This leads to creative upgrades, which I can only appreciate.

On the sensory aspect the game was ok (there wasn't music, right?). Theme and metroidvania ratings are off the charts though, and considering this was made in 5 days I'm pretty amazed. Enjoyed my stay.

This is a very creative way to use a limited space (multiple layers of levels). Also a fellow gravity-switching game! I cheer.

Visuals were lovely, audio was a bit unbalanced. There was juice, which I really appreciate. Theme was greatly implement. It's a really fun little game!

Rating on the jam version is fair enough and I'm not asking you to revise your rating with that build, but check out the Rapier Physics build linked on the jam page if you're interested in playing it with (supposedly) better physics.

Playtested this in its early version and it was already a solid entry; glad you expanded on it and listened to the feedback, it has only gotten better and I gave it an excellent rating. For the most part I think you're already aware of my impressions, but I love your take on the theme, the atmosphere you created, the creative approach towards combining metroidvania and point and click, and I'm giving full points for all those. Very innovative and I cheer.

Very solid entry, it improved a lot from the time I playtested.

I'm giving full points on sensory and metroidvania, as I think they're deserved. I especially loved the SFX at times, like in that one area with the plants growling before trying to eat you (magical biology).

I do have a few gripes and nitpicks. The first boss killing me in one shot actually made me explore everything thinking I was missing something, until I realized its unique weakness (not dealing contact damage), which made it go from basically impossible to beat to extremely cheesable. I feel like it might require some balancing.

Another thing is her hair power. That was often frustrating. I feel like the window to attach is small and picky, as I'd often miss the attach points while feeling like I had done everything write. Add to this inconsistency the fact you were usually punished with spikes for failing to attach and having to restart sometimes very far, it made the whole forest area a pretty frustrating experience. Gotta add that going downwards often meant going blind and risking to not catch any attach point. The trees don't actually give any clue on where the attach point could be, as it can be anywhere on the tree.

As closing thoughts, I think the weak points are around the execution and level design; the visuals, audio, atmosphere, and even little story, are amazing and I am giving full points where they're due.