Good job. Wish the controls were different. I might have played longer.
Play game
The Well's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Metroidvania | #6 | 3.333 | 3.333 |
| Enjoyment | #9 | 3.000 | 3.000 |
| Overall | #9 | 2.944 | 2.944 |
| Execution | #9 | 2.778 | 2.778 |
| Sensory | #11 | 2.667 | 2.667 |
Ranked from 9 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Team/Developer
Solo
Engine
Godot
External assets
Please see credit section on the game page.
Comments
Great game! You really nailed the metroidvania feel with teasing different paths and unreachable objects, while funneling the player towards the right objective/room. Also, your minimap is excellent and I liked that the map overlay could be viewed while traversing.
The player character is also fast, precise and very snappy. I think the movement speed is appropriate and the camera zoom level is good given her speed.
I did experience a bug where I would get teleported to the very beginning of the game, but with all my equipment and blue orbs that I'd already collected. Not really sure what happened.
In terms of improvements, I think my main issue has to do with collision. Getting close to an enemy hurt me, but the sprites seemed far enough away that I assumed I was safe. I think if either the player or enemy (or both) collision shapes were tightened a bit, it would help match the visual expectations.
Similarly, some platforms seemed reachable, in that the player character's feet reached above the platform, but I still couldn't reach it. I know I needed the double-jump to reach it, but the character's jump height seemed capable. I would say either adjust the jump height or push those platforms up at least one tile so there isn't any confusion.
Overall, really nice job!
I'm glad you liked it!!
minimap is excellent and I liked that the map overlay could be viewed while traversing.
The minimap, camera movement, and the map is from the plugin called "MetSys," from the Godot's asset library.
The player character is also fast, precise and very snappy. I think the movement speed is appropriate and the camera zoom level is good given her speed.
I appreciate this because I put a lot of effort into the character movement. :)
I did experience a bug where I would get teleported to the very beginning of the game,
I need to figure out why that's happening, thank you for the bug report!
I think if either the player or enemy (or both) collision shapes were tightened a bit, it would help match the visual expectations.
I didn't put too much thought into this. I'll go back and give them a good look at their collision sizes.
Similarly, some platforms seemed reachable, in that the player character's feet reached above the platform, but I still couldn't reach it.
I think I have a good idea on which room you're talking about, and add some tiles to the room.
Thank you for all the feedback, I will go ahead and implement these in the future build of the game! :)
This has the potential to become a really fun metroidvania. It already has an impressive map, and I like that it runs in browser. For some reason, the StateChart is visible on almost every screen. I killed the boss that looks like Heatran but he killed me during his death anim, and then I got stuck in the boss room. Overall, I like the movement and combat with the 3 hit combo, aerial attack, and a plethora of enemies to compliment.
Thank you for playing the game and extensive feedback!! :)
Silly me forgot to turn the state chart off when I copied over the folder.
I killed the boss that looks like Heatran but he killed me during his death anim, and then I got stuck in the boss room
Sorry to hear that, I'll check the death animation and fix it in the future build. As for getting stuck in the room: that is odd. I'll take a look into this bug.
Again, thank you for the feedbacks!!! :)
Unfortunately I couldn't play the game it looks like it was stuck loading or something : (
What version of Godot are you using? 4.0.x to 4.2.x have issues loading on certain types of Macs.
I am currently using 4.2.x and I didn't know about this issue for mac users.
Godot 4.3 seems to have fixed this issue.
That's a great news, I will upgrade to 4.3 for the next project. :)
Thank you for the information!





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