As far as I know, including a reference is required, but the way you go about adding it is pretty much irrelevant. It's highly unlikely that you get disqualified so long as you, like, put a pie literally anywhere in your game or append "and [Emoji]" to the end of some npc's name, or just have something mentioning any of the museum entries somewhere in the game, no matter how shoehorned and out of the way it is. The reference can just be thought of like an easter egg that's really not relevant to the game as a whole, and it can be as tiny as you want. Unlike the theme, it's also not a rating category, so you will not be judged if your implementation is shitty, and I believe you get to explain in what way you added the reference when submitting.
Käseling
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This is an oversight on my part. If you look closely at the map, the little indicator for a room transition doesn't actually go all the way down to the floor. This means that you have to jump into the room transition to get to the next room. It's been mentioned to me in the jam comments but that was after the time where I was allowed to make changes to the game, and I have put off uploading a new post-jam build until now.
Thank you for bringing it up, I'll see if I can do a quick patch fixing this and the linux issue today.
Edit: Both of these problems should hopefully be fixed now.
Yep, I'm aware of this but didn't bother fixing it until now. This game is made with Love2D, and what you're supposed to do is use a tool to embed your game into an AppImage where all of love2d's dependencies are included. When exporting the game to linux, I did not do that - I took a binary of love2d (without any shared libraries!) and concatenated that with my game content archive. It worked on my machine (obviously, because I already have love2d and all of its dependencies installed on my computer) but looking back, obviously this would not work for any other linux users, it went past testing because almost no one uses linux :P
Apologies for the inconvenience, I've known about this issue for a while but just didn't bother fixing it. Will do that soon.
I really liked this one! I do have a couple of notes though:
- I think the walking speed could've been significantly faster. It just feels a little sluggish sometimes
- The ending feels rushed. I get it though, most of the time probably went into making the rest of the game as high-quality as it is
- I wasn't able to find a certain upgrade. Would've appreciated it if the map indicated connections to rooms that you haven't been to
- Combat was kind of clumsy for me. I don't see a good reason for not being able to attack upwards while standing on the ground (or underwater), and there's a bit of start and end lag (preventing you from moving or jumping) for every attack which really threw me off.
- I found it odd that checkpoints don't heal you and you have to pay for health regeneration. It's fine because you get more than enough coins though.
- Here's a tiny nitpick: You don't enter the crouch state if you hold down while in the air before landing
And that's about it. I think the visuals are the strongest part of this, I personally find the art very pretty. Music was nice too. Good job on making this!
Here's my gameplay footage:
This is a joyfully simplistic game. It's amazing how much awesome designing you were able to do with just the basic mechanic of jumping (ignoring that second cat section because it's been talked about enough, and I agree with the public sentiment on its difficulty).
Obviously the art could've been more fleshed out, there could've been more animations and particles, there could be more music and there could be more game content, but the game needs none of that! In essence, it's complete, and, as I tried to avoid mentioning until now, it's so impressive that you managed to do that in just four days.
Phenomenal game!
I had a fair bit of prior experience with löve just messing around. It's honestly not that hard once you get your baseline systems figured out (how your entities are structured, how to draw things, how to do collisions).
After that, it becomes relatively easy to start adding features.
Thanks for the nice comment btw!
Man, this game is so difficult. I know, I know, skill issue, but I cannot get past the first boss x-x
You get about a tenth of a second to react to the boss' dash attack, which is tricky when you have to be within like 8 pixels of the boss to deal damage. And there isn't a checkpoint before the arena! Why???
Welp. Regarding the bit of the game I played, it's all very obviously hollow knight inspired. The gloomy aesthetic, the enemy designs, the entire moveset, the bar that fills up when you hit enemies and lets you heal, the lore tablets, the boss, it's all very similar to hollow knight.
On the more positive side of things, I think this game looks really pretty. The art is simplistic but looks amazing and all of the animations are super cute and lively.
Will probably get back and try to actually finish this game in a few days, I don't wanna rate a game just based on its first 5 minutes.
(Tiny little pedantic thing: I would really like a fullscreen mode :P)
Yup, that's perfectly fine. The most successful past MVM winner, Pseudoregalia, was a 3d game.
"Trainsylvania" is a pun we came up with, based on "Transylvania"(the vampire place) and trains, though the final game unfortunately did not end up having that many trains lol. "Death" stole all your powerups at the beginning, so you'd need to go through the castle and get them back. Thanks for playing!!
Hi!! First, thanks for playing the game all the way through and offering such kind criticism :)
All your points are totally valid and some of them I plan on adressing, noteably the map and lack of trains. I wasn't really aware that the game was as difficult as it is, might adjust that sometime. Thanks!
This was super fun, great game.
I was playing on a controller and the character was amazing to move around, especially enjoyed swinging from grapple point to grapple point.
The art was okay, my favourite was the fluid character animations. Unfortunately some assets(one that immediately comes to mind is the great tree) were unevenly scaled and drawn in different artstyles, which made the whole thing look kind of visually incoherent in some places.
Music was great, it just didn't really stick out and just kind of played on and on in the background, which was the intent I guess x)
The map proved to be very useful, though despite that I couldn't find the last powerup required to break those stone blocks. Honestly I would've wished for the map to be a little more compact and more visually distinct instead of just being as large as it is currently, which would also make it easier to navigate.
Despite that, this is a really good game, I enjoyed my time with it a lot, keep making games!!
Hii, cool little demo you've got there.
Obviously I can't say too much on the metroidvania aspect or gameplay, since the playable area is tiny. I liked the character movement though, it was smooth and snappy!
The artists did a great job, this is very enjoyable to look at.
I don't have much more to say, as you mentioned on your game page, the game is unfinished, so I hope you folks manage to create a complete game sometime!














