Nice start, I like the rooms being numbered, and the graphics are really nice, it would be good to give a bit more feed back when you get abilities as I hadn't realised I'd got the double jump, it was only after I then read the game page that I realised that I already had everything I needed to get to the final room.
TeePeeDee
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Fun game, really clean presentation and a nice sense of progression through the map, I agree withe some of the other comments I wish there had been a little more to do with construct at the end of the game to really tie off the theme, but it was still a fun realisation how you could get across the poisoned water.... and I was genuinely happy that the protagonist got to fly again!
Good game it's one of the first non metroidvania's I have played in this jam, possibly a little too easy? (I defeated it without really having to think), but it gave me a good sense of satisfaction, and would make the perfect start to a longer game to get used to the dungeon crawler mechanics, some really nice art in there too!
Nice game the map was well thought out and each power up gave you a sense of progression, I must admit I didn't get past the boss, I think I had cracked all but one of the tubes, on the last attempt and by that last attempt my hand was aching from the constant jumping, so I gave up, sadly I will never know the end of the story... but I loved the presentation, and the game as a whole
Really enjoyed this one... nice art, and lots of fun little messages dotted around,
I felt like I ended up beating the final boss mostly by cheesing it (finding a spot where I knew it would hurt me but I could hurt it quicker), so I felt like the action was definitely the weaker part of the game. Also at start I found the control a little "icey", but by the end of the game I didn't really notice so much, so maybe just needed to get hang of it. But these are nit picks on a great game.... really fun!
Really fun, 2 things I love in metroidvanias are unique interesting takes on power ups, and a quirky sense of humour, this ticked both boxes for me in spades... the graphics were lovely and I genuinely smiled at the dialog...
the hit boxes maybe felt a bit odd (probably highlighted by very small low to the ground enemies), but it is a very very minor gripe on a fun game.... found a little odd area of the map n top left corner which I took a video of in case helps future fixes?
the NSFW is a little bit of a joke, as a friend on discord wasn't keen on the fact the skirt flies up when you fall (so SFW just removes that sprite from the sequence)
The fans are mostly a nuisance as they catch your ribbons, and can throw you all over the place, but you can (once you get used to them) use them to your advantage... but I kind of ran out of time to put any form of level design around that.
Also glad I got in there early but I have already seen a couple of better transformation sequences so highly recommend The Forest's End and Mouline the Rouge if you want to see some more
What a polished entry - Graphically and gameplay wise it doesn't feel like a jam entry at all but a full release. Amazing what your team has managed to produce in in 30 days!
No idea whether you plan on extending this to a longer game or moving onto other projects but really keen to see more from this team whatever!
Was really looking to this entry and it didn't disappoint at all, the presentation is top notch and wouldn't feel out of place in a commercial game, while it's fairly short what is there is so well realised. I would gladly play a longer game in this style. And extra kudos for such a great transformation scene.
Awesome entry
Thanks,
I found the theme really inspiring this time, and was really happy I could embrace it while staying colourful and vibrant which was my goal.
This is my 7th time entering this jam (I think I lose count) - so it's pretty shameful I'm still making clunky and inconsistent character controllers, but hopefully 8th, 9th, 10th or 11th attempt is the charm!
Thanks, yes I really wish I had got more playthroughs, I posted a couple of progress videos with sound on the discord, and no one commented (but maybe it didn't come across in the recording, or just people don't play the sound on discord videos :)), I had no actual playthroughs before which was a mistake as the game would have been better for it, and if I knew definitely less torturous on people's ears!
Character controller definitely could have been a bit more nuanced, something I will try and focus on more in future releases
Beautiful game.... but even with the knowing how to get past the spikes I still really struggled (quite possibly a skill issue on my part), so I really didn't get far, which is a pity because I loved the graphics... really would love to play a version of this that eased you into the mechanics as it looks fantastic
5 days!!! that is crazy, given how well realised this is,
So many power ups each of which opened up the world beautifully and a great concept well executed, I did have to press the Y key a couple of times (once getting stuck mid slide another accidentally sequence breaking and not clear how to escape), and the map was most definitely my best friend to get all the enlightenments, but it was just a joy to play.
probably need a bit more description in game or just in the game page as I got the dash and (probably mostly me being stupid) wasn't able to work out what keypress it was to use it... plays nicely and good graphics/well presented even if the music was getting repetitive to the point of not wanting to heat it anymore. Lots of potential as others have said.. really keen to see where it could go with more work
really nice art, I've not finished yet, I fought the first boss, (watch out it burns) and it took me way more attempts then I want to admit :) , and found the lack of anything but a game save a tad disappointing (given how many attempts it took, but the game looks great), a full screen option would be nice (should just be a setting on the game page) but a really great entry!
fun entry, I rendomly got stuck a little after "defeating" the youngest (was he killed by the spikes), and grabbing a couple of items at the shop - but a little after that went through a door (well followed an arrow) and just ended in wall unable to move, but was enjoying up to then, and from where I did get it was hitting the theme well and was pretty fun.
I very nearly bypassed this because it by default was running on my integrated GPU on my laptop and was on booting up hideously slow and cumbersome, it was only because I caught KKairos' stream that I'd seen how it was supposed to run, and on a quick check made me realise the issue, I don't know enough about SDL but I would think there were ways of specifying/detecting and running on the dedicated GPU? Also apologies I have just realised clockmaker suffered the same issues which is why I never gave that a fair shot in the previous jam.
Once I got it running on the dedicated GPU I was a little blown away by how good this is for a home brew engine. There are some clipping issues, which are made worse by the wall jump ability meaning you are frequently pushed into tight spots and against walls. But beyond that the engine ran fabulously, and the game itself feels somehow relaxing yet still fairly difficult, strong in style and substance.
Really great entry
I like the screen shots (but how do you get to them) and the over all concept... but can't figure out how to get to a game... possibly the wrong version got uploaded, or if there is some way off the first platform maybe you can describe it - if there ever is a game released that looks like the screen shots I would be interested in trying it, as that looks great
I'm sure somewhere underneath there is some sequence to unlock the Boss door (first on the left?) but I couldn't work it out and though there was a bit of a sense of intrigue, the minigames need to be a bit more engaging really to keep pushing through to find the sequence, still for a day's solo effort it's not bad. at one point I got stuck after a few combinations of room on leaving floating head room.
Would be cool to see what you can achieve with more time.
cool entry I seemed to get stuck in the water at one point after messing with the anchor to reach a lower point which was frustrating as was enjoying it up to then, but there is much to applaud on what I played, especially as the game feels like you are trying something a little different especially with the core movement, (far harder to get playing well, than well trodden path of the usual platformer mechanics). The bird that turns into a killer triangle got me a couple of times!
Really impressive, love the different marbles such clever design, the camera felt natural to me, and playing on a controller was surprising fun (I was expecting to be an entry that I had to come back to when I'd dug out a mouse), I would have loved a map or even just a compass in the corner to keep orientated though as was easy to feel a little disorientated (especailly to someone with as little spacial awareness as me)
Played the web version and all ran pretty seamlessly for me I wouldn't have known if I hadn't read your page that any of the rendering was "nerfed". The marble mechanics (which I think are new for this jam) are really clever and I had a (very) brief, look at the slime games and it feels distinct enough to be a game in it's own right, I was a bit worried when I read your game page it was going to just be a cut down demo of existing work. but clearly a lot of love went into taking that core and making something unique for this Jam.
Great Entry.
A lot of potential here, nice art and pretty good mechanics especially for a first attempt and no programming experience, after getting the wall jump I managed to (accidentally) reach a point where I could then fall through the world, so you might want to bear in mind to try and keep your world a closed loop...
Not sure if you intend to enter more of these mvm jams... but if you do really looking forward to seeing what you achieve with a bit more experience.
Very nice entry, I had lots of fun with this one...
The map was great could really feel it opening up with each new ability, and the game looked great, I'm not sure the jewel mechanic added that much for me (but it didn't detract much either as it never felt like you were struggling to pay the cost of the "jewel" gates. The wall jump felt a tiny bit janky as has been mentioned elsewhere and the walk cycle animation was slightly strange... (but in a very charming way that I grew to love)
Possibly the most distracting thing (for me) was the slightly apologetic text where you got the last ability and then again in the last room - There was certainly no reason to be so apologetic given how well rounded the game is, it could have been replaced easily with text that made you feel more like you (as a player) had triumphed getting to the game, and that you as a developer had triumphed (by delivering such a well rounded game)
Great job.
This entry is a strong contender for me, I "finished it" or at least I got to a "the end" screen, but it definitely feels like a bad ending, not sure if that's lack of collecting every item or being overly murderous to the various critters and denizens of the big maze, or just what you were limited to finish within the jam (hopefully not as I plan to come back and see what I missed).
The game feels rich, if this was ever a full game there would be You Tubers explaining and theorising the meanings behind all the symbols.
It's strength is definitely more within the world building than the gameplay itself (not that that's bad), and given that aspect some of the insta kills (spikes) feel like they would be better just resetting you - but I loved every miniute of it... and am keen to get back and see if I missed anything to get to a better ending.
Hey thanks for noticing the health upgrade, it only hurts you if you are on full health, so there is always an opporunity to heal straight after getting it. I think the prompts after getting an ability were a bit too subtle, I was trying to keep it minimal, but lots of people missed the health one I think (you are reminded after first hit and first time down to 1 health too). Not sure it did the best job of communicating the upgrades while staying minimal (which is what I was going for)
really nice looking game, and plays well,
For me I think there would need to be another ability or 2 to gain and some sense of exploration to really land as a Metroidvania, but I really enjoyed the game that was there, and was a little disappointed to discover it was as small as was. I'd be interested in playing a longer version in the same style
nice entry... lots of content for such a small game, I didn't really quite get how it leant into the minimalistic theme (beyond being a fairly short game), and the theme interpretation on the submission really just described a metroidvania. There was some really nice artwork and gameplay though, and the somersaulting double jump made me smile.
Liked this a lot, I really like the idea of a metroidvania with a "fog of war" type map but movement seemed to get messed up for me once dash was unlocked, and I seemed to randomly dash, which made it too frustrating to continue, but was enjoying a lot till then.. might come back and give a second go
Ran into a lot of the same problems that other people have mentioned here... way too fast to the point of being unplayable... I got the ability but I couldn't see what it was... I really hope, you release a post jam version as it's way too pretty (the graphics and sound are amazing) and too a good an idea not to produce a polished version that lives up to the potential.
Really strong. entry,
Possibly the best I have played so far in terms of really embracing the theme, and such clever level design, and design over all... even from the start screen it feels special.
If I am going to nit pick (and I need to really nit pick to find things that could be improved) occasionally the timed elements combined with the quick movements needed could feel a little frustrating, once the problem itself was solved... but massively enjoyable.
Twitch Stream 4.5 rounding up to 5: will try and catch part 2, really cool to watch you play mine and other games
I probably managed to gain an extra (undeserved) mark on enjoyment as if I hadn't pointed out the health upgrade I think it would have been way more frusrating to get through the spike rooms. The prompts on ability gaining are clearly nowhere near obvious enough.
Will try and factor in that and some other changes based on your playthrough, to a post jam version!
Yeah the "path of mild annoyance" might have been a little too much (definitely needed a bit of play testing as I was so used to it by the end of development that it got hard to judge if it was still hard). But the intention was to make it frustrating enough that you would be happy to get the "spike breaker" ability, but not so frustrating to make you want to rage quit.
Point noted on full screen options!
Sorry about that, my hearing is not 100% and I have fairly bad tinitus I think maybe I just don't hear what is torture to better ears!
Note to self, Why you should always get some playtesting,
if you did ever want to play without the annoying sound effect, you could delete bounce.mp3 from assets\sounds, which I will do as soon as the jam ends!
I liked this even if it wasn't perfect,
the room transitions at first confused me... but I realise that is part of the design, though I do think it slightly detracts from the exploration aspect of being a metroidvania - I got the crown and was struggling to find the garden again and then jumped into a wall (pretty high it was a double jump) and found myself falling through the world, so you might want to check that everywhere has collisions.
There was lots to like though the graphic style was clean and appealing, the boss fight I did was fun, and I love games where picking things up makes a visible difference, and who doesn't love wearing their crown at a jaunty angle,
nice work















