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jaeman

11
Posts
A member registered Mar 07, 2017

Creator of

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This game was very simple, but I could see the game you were influenced by leaking in. As a game that can be fully completed in an hour, I was really happy to see platforming challenges created with the powers in mind. The scope of this game was very small, but I think that means you've learned about not burying yourself in work to keep up with your ambitions.

With that said, for future games, I'd love to see you increase the ambition! What kind of crazy 2d movement mechanics could you think up, and what kind of platforming challenges would a player like me have to contend with? Sometimes a jam is about experimentation, and playing this, I think you have a good grasp of game dev fundamentals to push past your own boundaries.

Another highlight of the jam for me. This is one of the most well put together games here, and as a theme with games of this caliber, so lacking any dramatically unfinished parts, I can only really critique the design.

Fall damage is a little aggressive, since I (like some others) fell prey to fall damage in the blood rune puzzle. The smallest enemies didn't need to both be invisible and leaping, since either one of those things is threatening in the context of your game. Both together makes them seem more tedious than challenging.

Either way! This was one of the most Metroidvania games on the metroidvania game jam. Well scoped and with just enough graphical flourish for it to be exciting to see what else the world had in store!

Solid metroid worship, but it truly was worship. Even dismissing that, this game is so close to being actually really fun if it weren't for missing polish and reducing annoyances. Things like coyote time on jumping, or having blocks disappear slower. However! Thanks to all the work you put in, these are (hopefully) easily changeable things. Tweak it until it feels right and then pass it to a friend, and tweak it until it feels right to you both.

Excellent work. One of the highlights of the games I played. I'll fully admit that I got frustrated pretty quickly, but that didn't lessen the memories that formed from me playing this game. There were many unique encounters and a gradual increase of the number of powers that you have. And to top it all off, I've never played a bullet hell like it! I'm super impressed.

I do think tweaking the numbers on any combination of gravity, enemy sphere radius, or enemy health regeneration to be kinder to the player would go a long way for me personally, without losing the fundamental experience. But that comes from iteration and feedback, and even with quitting, i had fun. Great job.

I cannot believe you completed this in a month. I assume you we're working from scratch, but its still truly impressive. The map has multiple areas, and the character controller is largely complete. It was very fun roll jumping, even thought i know it wasn't intended since it runs circles around most enemies.

This game feels so finished, most of anything that I could say revolves around the actual design, instead of technical issues or things that make the game unplayable. I could talk more, but I'd be echoing a lot of the other reviews here, and if this is the base you're working with, i think you have a good idea of where you're headed. Great work!

This game is incredibly impressive! There's an amazing amount of features and systems in here. I know you said you used your own engine, but I'm still impressed. I even noticed the enemy vision systems. That's a great detail.

I do thing there's a lot of potential to this game, but as it is now, it's not very fun. However! There are obvious paths to making this game feel beyond a game jam: varying weapon effects, more levels, more enemies, player powers...it sounds like a lot, but you seem to have gotten a lot of the busywork of making a game out of the way. Be proud of this.

This game is a little hard to rate. There's clearly a lot of system work here to make it function in the background, but not all of that translated into a fun game.

A tutorial, or a text hint on how to use the power plug would have gone a long way to letting people explore the rest of the level you created. As designers, your game should be able to communicate its intent to players. I don't think swapping robots or lasso-ing with the power plug are bad ideas, just that without any way to get that across, people will leave confused, instead of happy and inspired.

As it is, however, i did get far enough in your game to escape to the title screen! It's cryptic and difficult to control, but this game is more finished than most! For that, be proud...but also mindful of the lessons learned.

Of all the Metroidvania Month Jam games I played, this one was the most creative by far. Not necessarily most original or most finished, there was ambitious ideas here that I really appreciated.

I do need to nitpick the sound though...That jumping noise got annoying immediately. i played the game with the sound off.

I really liked this one! The start of something wonderful if you keep at it.

Thanks for playing! I would say making a 3d game in Godot is much harder than 2d, but by no fault of Godot...3d games just require a lot more effort and disciplines to get to a similar level of polish than 2d.

Tavoe was the workhorse on the less glamorous systems. Coming into the project he had the most experience on Godot, Blender, and general game development. I cannot understate how much time he put into making things work so we ended up with the game we have now.

As for the puzzle levels and character actions... You can blame me for those. I thought of each jump as a little puzzle that needed to be solved to complete. Being the person who made the glide and dash, and a fan of precision platformers, I found my traps to be of medium difficulty. However I know better now.

If you're interested I could tell you of some of the tech problems we ran into for 3d, though tavoe would be able to give the most detail.

Heya! Worked on the game, and thanks for the play! Tavoe worked insanely hard on all sorts of systems to get a 3d game working in a month. One of which was room loading and cleanup, which I'm highly suspicious is the cause of your issue. He had to remove loading rooms in a background thread (cuz of crashing on our machines), and hastily implement the room cleanup code. We'll see what we can do about it.