Thank you!
Zephyr
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This one flew under my radar until now, but it is an exceptional retro-style game. You got a lot of mileage out of the simple aesthetic. The game nails the fundamentals and has some great extra details. I'm glad I wasn't the first to play it and comment though, because the comments helped me have a great experience. I totally would've wandered around for a long time after the double jump XD. But that's a good problem; people want to keep playing!
Some observations:
- I got stuck for a minute after getting the projectile weapon. I thought maybe the game ended there or there was a bug, but then I watched dan collins' video and realized I just wasn't quite hitting the mark to open the gate.
- The first time I did the lava room I didn't realize what happened. The lava kind of blended in for me and I didn't see it.
- I appreciate the generous placement of save points. Good thought went into map and room design.
- It is a little weird the way projectiles almost obviate melee attacks. The game seems unsure whether it wants to be a primarily melee game or projectile game. If you want melee to keep being primary, then the recharge is probably too fast.
- I had no idea there was a map, but I didn't really need it. The progression is quite linear.
A friend told me you have to exploit coyote time to get past it. Good to know. I'm glad the game has coyote time, but players aren't accustomed to it being a requirement for progress. You've probably picked up on this by now but I thought I'd just say it to be clear. Also FWIW I really would like to play a post-jam version of this.
Gosh am I the first one to play through it? I wandered around the map for a while, and then eventually stumbled into a room with a big boss. The fight was going okay at first (the arrows are a little glitchy though) but then when the boss started attacking it got into a loop and kept dealing damage until I was dead, even though I wasn't even in the same room anymore. Maybe I was poisoned?? In any case, good start of a dungeon crawler. Sorry you've had issues getting playable builds up.
Thank you very much! Yes, the scene transition glitch is an unfortunate issue with the web version only. We didn't get the export settings quite right. That's why we're recommending the desktop version to everyone.
I used Procreate on an iPad for all the art and animation. This was my first time doing hand-drawn art for a game, so I appreciate the compliment.
This game looks really polished! One of the most polished I've seen so far this jam. I liked the color palette, the sound, and the music. The character movement felt too slow but in general felt good to control. My only major complaint is the unforgiving platforming. This is the room that did me in:
I have no idea how it's even possible to get by without getting hurt. I thought maybe I missed something but I backtracked and didn't find anything. I think this game could be super great with a bit of tweaking.
Hooray for hand-drawn art and animation! I want to describe my experience so that it will hopefully give you some insight for how the game could be improved. After a bit of trial and error I found the brush. Then I headed down and couldn't get past the wall that spits at you. No matter how much I hit it it didn't seem to do anything. Not sure what I was missing. It seemed like I needed to defeat it somehow because there was no way to jump out of that hole, though with no feedback I wasn't sure if my attacks were doing any good. In any case, this is an intriguing game! Keep up the good work.
Wow, this is a nice entry! I was impressed by the character/enemy design and the animations. They have so much character! The controls felt pretty good, too! The boss fight was simple but quite good and satisfying! It's not the most polished entry I've seen, but it was still quite enjoyable. I think that if you had been able to put more effort into the level design, things like music and sound, and increased the length, it would have been a contender. There's a lot of potential here.
FYI next time you do one of these jams do whatever you can to get a web build made. You'll get much more people playing your game that way.
Keep up the good work!
Thanks so much! This is helpful feedback.
"I also really really love all the little chase sequences and little enemy gags, it's setpieces like those that I really miss on most Metroidvanias tbh." Really glad to hear this. My favorite thing about making games is creating experiences like these, so I'm thrilled to see that it resonated with you. I told my teammates that the potato bois could either be super lame or super awesome depending on how we used them. Glad it worked.
Thanks for playing! The arrow was a last-minute decision. Wanted something more subtle for sure but in the end just needed something quick and memorable so players didn't get totally lost after getting the gun. After making past jam entries where people complained about not knowing where to go (One Hero's Trash) I tend to err on the side of obvious for mvm. I'd like to do something different in an update though!
Dang, I knew about Musescore's new libraries but haven't heard much from them yet. The strings in the first two tracks kind of shocked me! I really like the orchestration choices here that give the soundtrack a clear, cohesive character. The fairytale feel comes across strongly. Great entry with a lot of heart. Thanks for making and sharing!
Holy Synth Heaven!!! Out of all the tracks I've heard this week, the synths in this one might be my favorite. The instruments are so delicious. I need to learn some things from you. The production is so good! The panning is expertly done! There's a lot, but it's so natural and effective, rather than distracting. All the motion throughout the different scenes. I love this!!! Honestly might be my favorite single track of the jam. The only comment I had is I'm not sure whether the assailing creatures are mostly just mysterious or menacing too, but it didn't come across as menacing to me as perhaps intended. Thanks for making and sharing!
Ha! I love the idea of an actual character named "Big Ben." It's interesting finally hearing your track because we had some overlap in story and musical ideas.
I really admire the attention to detail throughout these tracks. The sound design of the clock mechanics is top notch and integrated naturally within the tracks. The tracks also stand out because they have so much character! Synchron the Clockmaker and Tempo Town had me smiling wide. And of course, I love all the toy percussion! The whole thing was a joy to listen to, and frankly, stunning.
Now I may be alone here, but I felt a little thrown about by the different moods across the different tracks. The opening begins fairly serious and epic, and then we go to three light-hearted tracks, before the extremely solemn Perpetual Pendulum. It left me a little confused as to the overall style of the game. It seemed light and comical, but some songs take themselves so seriously in a way that suggested otherwise. Not that a game can't have contrasting moods--games pull this off all the time--but I think there might be some room to improve here, because I missed a sense of a consistent thread. Others have commented on the cohesion, though, so obviously take this with a grain of salt. At any rate, I'm hugely impressed by your ability to realize your huge ambitions in this album. Well done.