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Joseph_MorMar

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A member registered 91 days ago · View creator page →

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Hello,

It's a great game, 5/5, I really enjoyed it. Your game is an example of your good understanding of Metroidvania definition. I managed to do infinite wall jump with the spear, it that intentional? Anyhow the level design is well done and it usually prevents me from going high if I try :)

I wish to see the final version in Steam!

Cheers

PS: please play and rate our game

Hello,

It's been wonderful, congratulations! I rated it 5/5.

I really enjoyed: the execution is good, the visuals are nice and clear, the audio does its job very well, the game is a Metroidvania: ability-gated progression, tease obstacles before acquiring the needed ability, smooth backtracking.

The water and fire mechanics are well thought, designed and implemented.

The controls were great as well, very responsive. I just could not Dash with the controller. I used an official Xbox wired controller.

I would love to see more from you in the future!

Cheers

PS: please play and rate our game

Hello,

It's really been great! I see the great work behind this game, congratulations! I rated it 5/5 in all aspects.

Things that I have liked: the art overall, the music, the parry mechanic well implemented, the bosses, the signs to indicate a nearby savepoint. I have also liked the medals and their effects, and the shops! Though I think the items in the shops are a bit too expensive but I understand that design choice.

In terms of level design, I have liked everything I have seen: the great tutorials in-game, that boss battle whose floor breaks and the fight takes place in a below already known room, the glue parts preventing the use of grapple, the shortcuts, the way you tease some unreachable collectibles, the grapple cool down to avoid breaking the game mechanics with what otherwise would be a sort of infinite wall jump. Honeslty, it is just well thought and well designed.

Did you use Godot MetSys as engine?

I would love to see more from you in the future.

Cheers

PS: please play and rate our game!

Hello,

I enjoyed the time I spent playing this. I find it impressive the size of map you create. I would love to see more 3D Metroidvanias. I propose to use a lighter color palete, or just more light in general, to ease visualization of the environment and allow for better player orientation. I think that way it would be easier to enjoy exploration.

Cheers

PS: don't hesitate to play and rate our game

Hello,

I enjoyed the time I spent! I can play with this style of gameplay mechanics and visuals, for sure. I propose to work on the enemies to make them less agressive. At some point, there was a flying enemy following me through all the rooms, which kills with one or two contacts. It prevents me from enjoying exploration.

Cheers

PS: don't hesitate to play and rate our game!

Hello,

I tried your game! I enjoyed it, I spent some good time and I see that you have clear ideas behind this work. I don't see any major issues, just polishing everything a bit more would make a really nice experience of it. For instance, give clearer visibility to foreground platforms in the section right after the train, to avoid confusion and to clarify where the player can land. Other than that, I think it is solid!

Cheers.

PS: don't hesitate to try our game

Hello,

Your game is so fun! I just want to keep playing it and have this combat mixed with some nice exploration. It would make a great game.

The animation of the aerial attack seems like standing, but I even found it fun and a sort of a nod to 30 years old beat them up games.

Really nice, congratulations, please let me know if you keep working on it.

Hello,

I played the game, it was great! I also got the Crown, I assume that was optional to increase ice power.

It was a nice experience. I really liked the responsive controls, the animations, the music, the setting, the boss, those platforming sections.

A couple of times, I got confused with the background and thought I could jump on a background platform. Maybe having different colors in foreground and background would help. In terms of overall level design, I would tease a bit more the upcoming power-up with a couple of branching paths needing that power-up that the player hasn't got yet.

Very nicely done overall!

Cheers

PS: please try our game and let us what you think!

Hello JD Nation,

This is wonderful, thank you for the thorough reply, much appreciated. I agree with your points; those are valid rooms for improvement in this game and we will also take care of that in future games.

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

We included two sequence breaks, a total of five different orders to acquire the abilities, and Power Dash is completely skippable: the game can be finished without it. The sequence break moments use movement mechanics to reach for higher spots; they are not hidden paths or breakable walls. Finding these sequence breaks allows for faster routes to 100% in less than 18 minutes.

We are grateful you recorded some footage, please let us know when you upload it, looking forward to watching it!

Hello Francca,

You raise great questions in your post and I will answer with pleasure more in details asap. I also loved your message about our game. I wish to add you in Discord to further discuss these topics. I just sent you an invitation, would you accept it?

Cheers

Hello!

Thank you for the feedback! We are definitely going to continue working on the game afterwards to implement feedback. If you are curious about the sequence break, you can see it in this video around 3m35s. This allows you to find the Roll ability sooner and explore the map differently.

Cheers

Hello,

Thank you for the nice feedback! We are glad you liked it. If you are curious about the sequence break, you can see it in this video around 3m35s. This allows you to find the Roll ability sooner and explore the map differently.

Cheers

Hello,

Wow, what a great game! You just nailed it in every aspect. Progression, enemies, level design, upgrades, music. One of the best games out of the 50 entries I have played so far, congratulations!

As a minor detail, I ended up fearing every corner and ceiling because those spiders fall from above at random points as I understood. I would have loved some clearer visual information to understand where they come from so that I can anticipate their randomness. Something like the flowers in Super Mario: they always come from green pipelines, but not from all of them, and this lets me anticipate potential danger.

Again, well done!

PS: try to find the sequence break in our game :D

Hello!

I thought that, your recommendation to not die due to bugs, followed by the first hole and me dying right away, was honestly genius. I just laughed! Very nice looking game. I propose to show the "Grab" text only after getting the upgrade.

Congratulations!

Cheers.

PS: try to find the sequence break in our game! :D

Hello!

It was nice, enjoyable, fun, I just had a good time. The basics are there and I don't see any problems. I would say that you just need to spend more time in polishing a bit all around and elaborating on what you already have.

Good work!

PS: try to find the sequence break in our game if you got the time :D

Hello!

Wow that woman lanzando chanclas a la cara, so satisfying :D

It was wonderful, I did not expect so much fun with something so simple, congratulations! I loved the level design, the tight platforming sections, and the jump physics was super tight as well. Very well executed! I didn't care about the art of the enemies, I just had fun.

Cheers.

PS: try to find the sequence break in our game! :D

Hello!

Good mechanics, good controls, nice level design, congratulations! I just wished everything was less black in order to have a more enjoyable experience, but it is just a personal opinion.

Nicely done!

Cheers.

PS: try to find the sequence break in our game :D

Hello!

I honestly liked it. You are using MetSys nicely! You got a very interesting mechanic with those archers enemies being able to remove the platforms temporarily. That has great potential.

Well done!

Cheers.

PS: try to find the sequence break in our agme :D

Hello!

Honestly, I think there is potential to be unleashed after polishing difficulty and player feedback.

Nicely done

(1 edit)

Hello!

It was nice overall. Grapple mechanics are nice and boss mechanics are well thought. The focus on platforming is a nice touch. At the same time, platforming mechanics need to be polished to fully enjoy the experience. In terms of level design, At times I felt like I was being funnelled with maybe too many one-way rooms, was it maybe just my impression?

Congratulations!

Cheers.

PS: try to find the sequence break in our game :D

Excellent game!

Wow, you nailed, congratulations, I would like to see more. Are you going to keep working on this game?

Cheers!

PS: try to find the sequence break in our game :D

Hello!

It was genuinely great, I really enjoyed it and explored everything in a row. I couldn't really stop playing, it was quite addictive. The player plays right from the start. The game is direct, fast, fluid and tells me what I need to know when I need to know it, and nothing more.

I want to see more of what you develop, please keep me posted.

Congratulations!

Cheers

PD: try to find the sequence break in our game :D

Hello!

Wow, thank you for this thorough review, it has great value for us. We pretty much agree on everything you said. Yes, we definitely plan to keep working on the game to polish and adjust it, taking all feedback into consideration. Just curious, the last ability you found was the Roll? There is a possible sequence break that allows finding Roll sooner and this changes the way the map can be explored. The only way to complete 100% the game in less than 11 minutes is by doing it. If you are interested you can see the precise platforming section for the sequence break in this video, around time 3m35s

Cheers

I get that! Your potential solutions make sense to me and are worth trying them. My proposal was mostly a "last option" to consider as I said. A couple of prototypes to test the different approaches are probably needed in this case to better get the feelings,

Cheers

(1 edit)

May I propose: if you don't see any other solution like drastically changing the game, your last option could be to do both. I explain. During normal gameplay (exploration), the player has a specific speed. Then when there are enemies, the room and characters enter "combat mode" and there you change the rules a bit to mitigate your design problem. The player will understand that in-combat and out-combat rules are different, with different mechanics and different thinking process needed to play.

Hello!

You really nailed it. It can be seen that you have throught this through a lot. The main concept is clear and well designed, the game mechanics are well presented, the level design wants me to keep exploring, the hints you write are useful and clear to understand.

Seriously congratulations! I would love to see more of your work in the future.

Cheers

PS: try to find the sequence break in our game :D

Wow, you know what you are doing! Hotline Miami and some nice difficulty. Good game design, good presentation, good sounds. I like the premise. Maybe the camera should zoom in a little more, or have the characters a bit bigger in terms of proportion with the environment. Keep the good work!

Try to find the sequence break in our game :D

Hello!

I was a nice game all around, congratulations. It is ambitious, it was solid, and as other said, it just need polish in some key aspects to improve it greatly. Keep the good work!

Try to find the sequence break in our game :D

Thank you so much for playing! That monster is on its own :D

I am indeed following your proposal and watching some of your other reviews, great work again and huge quality of insights

Hello,

Thank you for the nice feedback, much appreciated. Just being curious, did you finish the game? There is a sequence break possible to obtain the last ability sooner, and complete the game 100% within 11 minutes. We encourage you to try. And if you wish, we can show you where the sequence break is,

Cheers

(1 edit)

Hello,

Thank you for the kind feedback! We are glad that you understood the reference with the goat. Anyhow we are working on a more intuitive solution.

Just curious: did you finish it? There is a sequence break possible that allows you to get the last ability sooner, and then finish the game 100% in less than 11 minutes. The sequence break is not a hidden wall or path, it is clearly visible and it can be done by using the movement mechanics. If you are interested we can show you where it is.

Cheers

Hello!

It was great. I 100%ed it in a bit les tan 2 hours. A nice demonstration of a clear understanding of what the imperatives in the Metroid formula are, no doubt. Wonderful game all around with great amount of content. I played The Lightkeeper and The Trespasser some time ago, and I believe you have improved upon them with this one. Well done!

The game is polished and presented in a way that seems profesional work, you can be proud. Playing your games, I would bet that you have some profesional experience in the videogame development industry, which would be great indeed. And if it is not the case, it is impressive all the same and I would not be surprised if you start working in the industry.

It reminded me Metroid Fusion quite a lot, with more freedom to get some items in whatever order.

I can think of some details in terms of proposal for improvement. The jump could be easier to control, mostly the double jump. I had some difficulty understanding which metal beams were interactive or just background art. I don’t see in the game any benefit from making character missiles and bombs self injuring. Being able to shoot in several directions would be great even if mitigated by wide beam, and also being able to use grapple and missiles without needing a pop up to select them.

Congratulations again! Rating it 5/5.

Ps: what did you hide behind that grey wall in the south west part of the Expedition Wing sector?

If that was your objective, you really did it! Honestly it was a very well thought game design and level design

Wow, seriously, thank you!

We appreciate your commentary while playing, and watching you play is invaluable. I am half the video and it is full of great insight, of which we are literally taking notes.

If you are curious, you can see in this video the optimal path to achieve 100% completion within 11 minutes.

It is only possible by doing a sequence break to get the Roll upgrade earlier. It is not a hidden wall or hidden path, it is clearly visible and it can be done by using the movement mechanics. It is shown around 3m33s.

Cheers

(1 edit)

With great pleasure! You can see the optimal path of our game here, sequence break moment to get to earlier ability is shown in 3m33s:

https://www.youtube.com/watch?v=7GQjL3q67O0

Hello,

I just tried your game. Wow those ducks and magnets with different polarity have serious potential for some really interesting mechanics, go ahead with it!

And thank you for your nice comment, we appreciate your kind words.

You can sequence break and get abilities in different order in our game.

We encourage you to finish the game with all 20 collectibles in less than 11 minutes. Yes, it is challenging! You need to find the sequence break to achieve that. It is not a hidden wall or hidden path, it is clearly visible and can be done just by using the movement mechanics. If you are curious we can tell you where it is.

Share with us your completion time!

PS: you can skip dialogue with Start button on controller and the firebonds serve as savepoints.

(1 edit)

Wow, I just played it in a row, that seventh cat was unexpected! :D

Amazing work as well, I'm impressed

Edit: try to find the sequence break in our game and tell us what you think! It would be great. Cheers

Wow, tThat was indeed very creative by using the most basic mechanics in the platforming genre. Very well designed game, congratulations!