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KingPoki
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Ye the boss did die mid jump, so was most likely one of those. I was using the webbuild when i played so probably som issue with that (i have had other issues with web version of other godot games this jam to). Looking forward to seeing the postmortem devlog, i really like seeing the behind the scenes stuff.
This game was REALLY ambitious and really cool. Having a cutscene with voice acting in a gamejam game is something i haven't seen before, and it being actually good is even more shocking.
The music was also really good, but i would have liked some smoother transitions, when i entered the boss before double jump powerup i almost got jump scared by the music change. I sadly couldn't complete the game because my save just got stuck loading infinitely.
Overall it was incredibly cool and ambitious game but with that also came a lot of bugs, im for example still not sure how the boss i killed died, when he died i dont think i was even attacking him. But scope is something that you get better at with time (im still rather shit at scoping my game, just look at my earlier games). But for just a months worth of work this was super cool, keep it up.
Really cool puzzle concept, the visuals are nice and simple but i think the character looks a bit off. Other then that the sound effects were nice and you did a great job on level design (i KNOW how level design with mechanics like this is hell so props to you for succeeding.) As some others also said it didn't really feel that much like a metroidvania, but i dont see that as a bad thing, it would be no fun if no one tried to innovate. You did really good on this one.
Ahhhh, thats the spot i intendet for you to jump down to after you get the double jump, its straight to the left in the room where you get the double jump upgrade Probably should have made it more clear since the low res and post process can make it very hard to see where there are corridors/doors vs walls
Thank you so much for playing!
Yea the AI wasnt really something i wanted to use, but in the end that became easier "legaly" since i couldnt find images that were free and the ones i did find were on some sketchy site that just stole copyrighted images, And i didnt really have the time to create my own.
Really good idea with making the boss jump back before the different attacks, didnt think of that at all. I'll try implementing it if make a post jam update.
Im interested in this ledge you mention, where in the game was it? all places should be accessible with the double jump and dash.
ah shit, thought i fixed the fireball through wall problem. Well thats what happens in jams i guess hahaha. The dashing enemies i think can be defeated by just going around in a circle, or if you are feeling extra samurai-y you can hit them mid dash to send them back. Anyways thank you so much for playing :D
hahah yes ofc... he got dizzy, it is a feature....
No but thanks for playing, that bug was something i didnt have time to fix, it happens with the regular enemies to but its harder to notice because they have less hp. I think it has to do with the animation of them fliping and the squash and stretch when you hit them that interacts weirdly.
I really love the artstyle and the controls were all smooth and felt good. I missed that you could attack down so i was very angry at the mushrooms for a bit. In the end i sadly got stuck. I was at the big cliff with a breakable wall on the other side. I couldnt find any other powerups. The environment felt a bit samy to, i couldnt really tell where i was. But it was a neat little game, congratulations on finishing.
I absolutely loved this game, the powerups were creative and i liked how they all used the movement keys only, the music was also really good, and the ending was really funny. You are incredible that you made this in only 5 hours. (dont tell the others but this has thus far been my favorite game of the jam)
I really like the artstyle and the music is also quite nice, but i feel like its very difficult to understand what is happening, the character sometimes flashes for no reason, the controls are never explained in game and the lack of sound effects makes it even harder to understand. And i dont really understand the robot, you enter it and then it dies? why is it even there. But anyways congratulations on finishing the game at least. Could be really cool if it got polished up.
Nice little game, and very impressive that you managed to implement multiplayer in this timespan. I really like the sound effects (especially the gun). But the game overall felt very confusing. I didnt really know where to go and it felt like i got out of bounds very often, some places i even had to restart the game because i got stuck. But you should be proud of yourself for managing this in just a month. Well done.
I really like that you put an unusual twist on metroidvania, having it be a stealth game. I really like the story to, but would have liked to have some more dialog, when getting a powerup maybe? The visuals were really good and reminded me a bit of rainworld. Sound was also good, although i was a bit confused as to why the robot sounded so human, you could make it sound a bit more roboty if you bitcrushed it. The only real issue with the game i had was that the backstab powerup was really slow, unclear and unresponsive when you used it, no sound or visuals saying you performed it correctly, you just stood there a bit wondering "did it activate correctly" and then they die. Would have liked some more feedback on that attack. Other then that there are also a whole lot of bugs but i didnt find anything really gamebreaking so its not that bad. Well done on finishing the game
MAN I LOVED THIS, this grungy art style(art direction?) and the claymation like enemies and stuff visually and audibly this was fantastic. As you mention on the page it is rough and its not very metroidvania like but i loved this, would really love seeing a more polished up and finished version of this. Well done
Nice little game, although i did find it rather difficult at times (nearly rage quitted at the air parkour to get the dash powerup. In general i think its a solid game but way to punishing, the lab for example, my favorite area, it has really nice level design with all of the swapable things, but there are almost no checkpoints and if you die once you need to do all the puzzles that were really nice first time around but became a chore when you died as much as i did. In the end i didnt finish the game because i was lost on where to go and felt like i couldnt really explore due to the lack of checkpoints that would make me respawn on the other side of the map. I think if you added some more checkpoints, cut some unnecessary rooms and maybe gave the player more base HP it would become a really nice game. But regardless well done in finishing in time.
Wonderful little game, i really enjoyed it. I loved how almost all the abilities had multiple uses (my favorite was the drill, you did a great job on the drill platforming parts) i loved the visuals to, it reminded me in some way a bit of animal well (at least the environment). music was on point to. only complaint i can give is that towards the end it was a bit annoying to just run around and look for the gems, especially if you had forgotten where the blocked passages leading to them where, maybe put some stronger indicator there so the player remembers it easier? Anyways you did a phenomenal job on this game well done.
Nice little game, i really like the slime sprites. i think i found a chest with nothing inside of it which might be a bug or its just unfinished as its a demo. I really like the skill system but would have liked if you got skill points as you killed enemies instead of having all of them at the beginning. And also using another music as this one was rather repetitive. Otherwise great job man.






