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Rubi: The Wayward Mira

A vibrant 16-bit metroidvania. Inspired by particle physics and the nightmares that exist within ourselves. · By kieryst


A topic by Ian Eborn created Apr 11, 2019 Views: 61 Replies: 3
Viewing posts 1 to 4


I played the demo last night, and wanted to leave some feedback, if I may:

First of all, the game is fun thus far! The levels are nicely expansive, the environments colourful and varied, and the mechanics for the most part feel pretty good, I think.

I did find myself wanting for a map of some sort--some means of figuring out where I'd been and where I hadn't yet explored. It wasn't a major issue in this demo, I think, but I did find myself wanting it at times, and I imagine that it would be very helpful if the full game is much larger than what we've thus far seen. Unless there was a map-button that I never found, which brings me to my next point...

Currently, the game seems to assume that the player is using a gamepad; there seem to be no mappings shown for keyboard inputs. As someone who prefers to use a keyboard, I found myself stuck just trying keys to figure out which did what.

On the art-side, there were a few wayward pixels, I think--but these I imagine will likely be ironed out as the game progresses. Overall I found the art to be lovely! ^_^

The introductory sequence felt a little bit long to me, given that very little happens until the player reaches the mana-sphere. While it does provide some nice hints at backstory, as well as a bit of intro text, that section overall feels a little uninteresting to me--even given that it's conveying a dead, empty world.

I'm not convinced of the utility of the melee attack--although that may be due to only figuring out how to perform it right at the end of the demo. Still, I never felt pressed to fight at close range against anything that my ranged attack--which starts off with a fairly short range anyway--couldn't deal with. This in turn made that first character-level feel a little empty, I think, since the melee attack seems to be required for all builds.

With all that said, let me reiterate that I had fun with the demo, and think that the game looks promising right now!

Critique done, I have a question, if I may:

I noticed that the enemies respawn. This is something that I'm not a huge fan of, but it's not a major issue. It does, however, prompt me to worry that the game might lean towards grinding, asking the player to respawn enemies repeatedly in order to gain XP with which to level up. I didn't feel so pressed in the demo, but I don't know how the full game will handle this.

So, will the full game call for grinding (or playing while severely under-levelled)?

(To be clear, I'm not saying that grinding would necessarily be something to criticise; I think that there are people who do enjoy it. It's more a question of whether I, specifically, am likely to enjoy the full game, and thus something that I want to ask.)


Oh man, thanks for the feedback!

A lot of your points I agree with, and are on a to-do list somewhere in my notebook. One of these is....

 - Maps: They're coming! It will be a little while before they are implemented as things are still in flux, but they are on the list. =D

To answer your question on grinding, it won't be necessary to enjoy the game. The main benefit of the leveling system is progressing on the ability tree, which will be completely optional for completing the game. Lots of Mana and Health upgrades will reside out of the ability tree, as well as new attack pickups and maneuverability options.

There are some really cool abilities planned though. The hidden string cache's and superstrings scattered throughout the game will get you a good chunk of necessary progress to explore some of it, enemy drops will get you the rest of the way there.

If you would like to grind to have an easier time in the earlier sections, that's certainly an option!

The feedback is my pleasure. ^_^

As to your reply, all of that sounds (and in the case of the map, looks) really encouraging! :D I'm glad to read it, and thank you for the response. ^_^

Hello, (Sorry for my poor English skills)

I agree about the intro, must be shorter.

I am playing with keyboard and  I'm stuck on the beginning on the part with vanishing wall boxes. I have the double jump skill but I keep falling. Very frustrating! Maybe you can add alternative passages to bypass difficult points? 

The character animations are lovely but the intro scenery is lifeless and cold. Hope you can add some animated sprites to the scenery.