Truly a masterpiece. I'd say "ahead of its time" but seeing as it is explicitly labelled with the current year I suppose that would be necessarily untrue.
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This was a very good game! I enjoyed the rising complexity of the challenges as you went on.
There were a few bugs that I found, including an infinite glide bug and some situations where my shooting wasn't properly aligned with the direction i was facing. I also got one of the tougher enemies to clip into the ground once, but I don't know exactly how to recreate that.
Additionally, the biggest mark against this game is the number of times that the player was supposed to go somewhere but couldn't see their destination. There were a couple of places where I was supposed to drop down or glide out to a platform that was outside of the view, which is generally very unnerving to a player, since, for all they know, they might be falling into a spike pit, or jumping into a group of enemies that they won't be able to properly react to. One way to go about that is to hint with background elements. If trees could only appear in the background behind safe platforms and not spikes, for instance, then you can use that to mark that some place below a certain fall is safe to land on.
Other than those, though, this game is very well polished in terms of game feel and aesthetic. Good entry, congratulations!
That was a really neat game! I like the aesthetic and the art a lot. There's also a number of neat level design decisions in here, like how the player can see how slimes work without being put in danger at the beginning of the level, and then they're given the license to figure out that they can double jump in order to progress up the first platform.
There were a couple weird spots of collision (in particular, I got hit by the boss a couple times when it didn't look like I should have.) I also think that the sprite for the slime after it lands on the ground is probably too small; if it's still a damaging hitbox, it should be just as prominent as it was when it was falling.
Anyway, good job on the game!
I like the art, especially the princess at the end. It was also pretty conceptually well put together, I liked the cave section and the portals mixing up the environment/visual flow of the game.
I'd say that the biggest issue this game has is probably that the enemy hitboxes need to be shrunk. There's a sizeable space before the slime and the bat where the player will die, but the sprites look like they are not touching at all.
In any case, it's a nice little game you put together, nice job on completing the jam!
I like the look and feel of it. It's worth noting, though, that when the boat rotates, it does not conform to the pixel grid of the gameboy, but rotates all of the pixels it is made of instead.
From a gameplay perspective, I'd say that it doesn't really seem like there's a way the player can engage with the turrets without either taking damage or just shooting at them from out of range. This would probably be improved by improving the player's maneuverability in some way, like allowing them to move backwards.
Anyway, it's a neat little game, nice job :)
The pixel art is pretty good, some of the animations are really neat!
There are a lot of rough edges, but I appreciate that the structure of the level design. Despite the mechanics being extremely simple, there were places where the level did a good job of easing the player into using them. In particular, the first falling platform and the first spike were in places where the player could understand their functionality, without being put in danger. I also like how the scarab was placed somewhere that I could see but could not reach, which gave the player a hint of how the level would loop around on itself.
There were also some decisions that felt a bit strange, though. For instance, the only reason I couldn't reach the scarab from below was because of an invisible hitbox on the right side of the platform, which was confusing once I appeared to be floating in the air after getting the collectable.
Additionally, the player's attack was often confusing or ineffective. The animation doesn't make it clear where/how large the hitbox is, and there were times when the enemies just seemed to turn around right before hitting me. I figured that they may have simply taken damage but not shown any feedback, but ultimately I'm left guessing.
In any case, there were a couple of neat things going on in this game, nice job coordinating it all together!
It's hard to tell what's going on, I was totally lost at first. At some point I noticed the three tiles you had pointed out in the icon and I figured out that they are the tiles that damage you. Once I figured that out, I was able to enjoy it. However, occasionally there were times when there wasn't a possible path I could take without taking damage.
The two primary things this game needs is a brief explanation screen and a system to make sure that a path is always possible.
And now I've come back after having beaten the game, and getting a shit-load of good items. My favorite item (thematically) has to be the knife-shaped beans.
The only things I'd say I was left wanting was some means of fast travel between previously visited rooms and a list of what items I've picked up.
I really liked the last color palette too, it felt like an appropriate tone for the final two levels.
This game is so cute! I love the happy mushrooms, I love the birds! Very fun.
I have noticed that the music overlaps with itself on death though. Also I have no idea how the double jump works, I've only been successful at doing it by running into a wall and spamming both buttons.
I love the color palettes, and I really like the sprites! They feel like a really neat in-between of galaxian and space invaders.
In terms of gameplay, I think the way you made the enemies shoot is very cool. Picking a random enemy to shoot every second or so is a neat way of increasing the difficulty as you clear a stage, as the last enemy you take out will be firing constantly.
In terms of criticism, I think the lowest row of enemies is a bit too low on the screen. Shots fired from that row go from being fired to killing the player in a matter of only a few frames, and it feels a bit cheap some times.
Additionally, I think it's missing a certain energy in the moment-to-moment gameplay. This is partially due to the fact that none of the enemy attacks are targeted towards the player. As such, the only time I'm in danger is when I put myself in danger, which means most players are going to go about clearing the level in a slow, methodical way. I think it would feel a lot more tense and satisfying if there were another constant threat to keep the player on their toes. This could even just be a time limit, so the player has to focus on clearing the enemies quickly in each level. It's a rule of thumb in game design that players will tend to interact with your game in the least interesting way possible (because that's usually the safest route to victory) so it's important to notice when that happens and force them to engage with the systems head on.
All in all, great job on your game! It's already pretty solid, and with a couple tweaks I think it'll be elevated to the next level.
This is an all-around very strong game! It's tight and consistent, the block and attack abilities are both very useful. The addition of the third enemy mixed up the gamplay pretty well too. My only gameplay qualm is that if the boss walks into you when you're in a corner, there doesn't seem to be a way to avoid that damage. That is, other than bursting them down before they get a chance, like I did on my second playthrough.
The music and sound effects are also really great, as well as all the sprites and the different backgrounds for each level. I'm very impressed with the number of quality assets this game has.
The ending screen is also very cute :)
I have tried it with one period, it did not work.
What did you use to make the game, maybe check youtube for some guides about this error, or just skim through a guide on how to export in case it's a common problem? It's probably something that's happened to others as well.
Best of luck, I hope we'll be able to play your game soon!
Very cool game, though I had no idea what I was doing until I read the blurb on the game page. I'll def keep coming back to this to try beating it. Probably a good activity while listening to a podcast
I shouted in glee when I saw the actual gameboy on the screen.
Really cool, both functionally and visually!
I would have also liked to see some extra variety in there.
In any case, very cool entry.
I love retro metroidvanias, this looks and feels phenomenal! I have not finished it yet, but I have some thoughts on what I've played so far
I will say that a couple situations feel like they need some slight tweaks. The flying enemies in the overworld in particular move unbelievably fast, there's no clear way to engage with them using the default gun other than sniping them from out of their range or gritting your teeth and taking the damage.
The high jump might need a quick explanation of its controls, though I was able to figure it out when I fell to the bottom floor. It also feels like the limited maneuverability of the high jump is just that way for the sake of itself, it seems to add more frustration to navigation than meaningful challenge to the game.
But all in all, it's really cool! I'll definitely come back to it and try to play it all the way through.
Nice job! It's a neat concept and the execution let me engage with it pretty well.
There's some jank in the collision, sometimes the bullet or the player clips outside of the arena or I don't get the bullet again when it collides with me.
Also, it would be nice to have a visual indicator for when I can reclaim the bullet. I often miss after trying to catch it, and then I don't know how long I have before I can try again.
In any case, I had a fun time. :)
Honestly the only suggestion i would have is to add an autofire mode, something like devil daggers (but maybe not *as* fast). It's kind of annoying to have to spam click all the time, and this would help out with making the twins less about fiddling with incredibly slight aiming variations and more about positioning yourself between them properly
I do like the idea, though I agree with the previous comment about the game essentially playing itself at points, which largely comes down to the limited possible spawn points for enemies; it may have been better to let them spawn in a wider range of offscreen locations, because standing in the starting position causes them to form two single file lines going headfirst into your deflected bullets. Imo the two possible mechanical alterations that I would enjoy are either that you have to aim to deflect bullets back at your enemies, or to just zoom in the screen a bit and focus only on the melee combat. I actually felt that strafing around enemies in melee mode while in the middle of the fray was pretty enjoyable (especially with the variety of enemies you have), but the fact that I could switch to a shield at any moment to turn it to easy mode undermined that satisfaction a bit.
I did also enjoy the soundscape, and the sprites are pretty fun as well. Congrats on your entry!
Thanks for the feedback! I love that LOTR connection, I'm glad you thought it felt satisfying! I was also worried about the thumbnail, I made it quickly after an all-nighter so I just wanted to get some sleep :P
I changed it now, hopefully it'll be a bit more clickable!
This was great! Learning my capabilities was rewarding, dying isn't a problem. It really scratches the metroidvania itch on a small scale. Also that button combo is a pretty great ending :)
I am completely in love with this game! The beginnings of Metroidvania exploration, great tone-setting music, mysterious atmosphere...
I feel a little weird about RNG being involved with combat/exploration, but if you can find secrets/upgrades that improve your accuracy/dexterity that would put my concerns there to rest. The way you made interesting combat in a text based game was also very impressive.
One criticism I might have is that having all of your current options for exploration explicitly described to you mitigates some of the satisfaction of figuring out what situations you can use certain items. For example, when you get bombs, the game just tells you where you can use them, and you can't use them in any other situations. I think it might be more interesting to simply give the player the option to use bombs in any room they like, and not tell them that they can destroy cracked surfaces (Perhaps you could just have a button to use any item you select from your inventory?) That way the player has to put two and two together themselves, and you don't sacrifice the essence of discovery when you find new items that's pretty essential to the Metroidvania experience imo. (Also this would let you put secrets in your map, since right now you have to tell the player everything they can do)
Anyway, great game, great execution! I would LOVE to see this developed into a full experience! 5/5
I like the idea but I tried it three times and it always just ended in a staletmate where both of our lanes are fully upgraded and no more towers are getting destroyed.
I also noticed upgrades for health, speed, and attack but those dont seem to be working for me?
I've always wanted to play/make a game with randomized controls, I like the premise of it switching every 5 seconds.
However, as everyone else has said, the UI is a bit unintuitive. I would just get rid of the words from the display and use the arrows to represent the keys as opposed to the direction, i.e. If pressing up makes you go right, show the up arrow in the right slot. If pressing left makes you jump, show the left arrow in the upper slot. That way you can always look at the same place every time to see what key will let you, say, move right, as opposed to having to search the three slots to find the one with the right arrow.
That was very cool. I like the soundscape a lot, and the screenshake is a nice added bit of game feel.
I do feel like the section before you get the grappling hook is a bit slow, as much of it is waiting for platforms to move above or below you, it felt like the levels could have been squished a bit to keep the flow from halting as much. Also the player hitbox is a bit bigger than the player sprite, which led to a couple of frustrating deaths.
When you get the grappling hook you lose the issues with pacing, but i also felt like I never really got a feel for how it works. There were a number of situations that felt like I was supposed to have higher precision with my use of the grappling hook than what was reasonable to expect from the player at that point.
Overall, though, I like the variety of the level designs, I think the ways you use the concepts at play are very effective!
This is such a cool idea! It's hard as balls but when you pull off aiming the missiles right it feels really good. It's definitely very simple but I feel like I could play it for a while trying to master missile navigation.
It has a nice aesthetic, and the levels are pretty well designed. The game makes a good use of its mechanics. The main complaint I have is that the boss was not very intuitive, and I seemed to die a couple times without much reason during that section. It was fun to stomp in it and see all the smoke at the end though :D