Thank you! The scoring algorithm mostly just compares the original and fake pixel-by-pixel, so if you add a small detail but it's a few pixels away from where it should be, it might dock points for that even if the feature itself is correct. The way to fix that is to use an actual image similarity algorithm. They're out there, but I didn't have time to translate one into GDScript for the jam, lol. Thanks for playing!
lynn-f
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Awesome stuff! Kyveri's visuals are beautiful as always. I had a ton of fun picking apart the map once I figured out a good system for luring the guards around. It seems like there's a "searching" state where you can't get directly behind the guards when they're stationary after being distracted with a whistle. There's not much visual feedback for that so I was a bit confused at first there. Regardless, this is a great entry!
This is the only game I've played where petting a dog has resulted in instant death, lol. The platforming felt nice and the graphics + sound fit the vibe well. It would benefit from some additional enemy types or tougher opponents--near the end, I found I could trivialize the guards by jumping in and out of their vision. Regardless, well done!
Well done on an ambitious game--this is such a hard genre to execute in 9 days. The platforming felt good, and I was impressed by the run recap at the end. I would've liked to see some of the main rooms set up so that acquiring new abilities really changes how you move through them. One of the best feelings in a metroidvania, for me, is flying through an environment that was so hard to navigate at the start of the game. Because the layouts of big rooms were rather simple, I didn't get much of that feeling. Still, this is a lovely game with some great technical achievements.

