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Gramary's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Sensory | #1 | 4.667 | 4.667 |
| Enjoyment | #2 | 4.083 | 4.083 |
| Overall | #2 | 4.104 | 4.104 |
| Metroidvania | #4 | 4.167 | 4.167 |
| Execution | #9 | 3.500 | 3.500 |
Ranked from 12 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Engine
Godot
Team/Developer
ryank, mellorine
External assets
Godot Dialogue Engine by Nathan Hoad
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Comments
Excellent work! I really enjoyed this. Skimming the comments, others already noted being able to softlock by going right after getting the slide but I certainly can’t complain since my game has similar issue. I don’t know what the root cause is but sometimes it felt sluggish. Despite that, I think it played really well. The art, the music, the abilities all worked really well. This is an order of magnitude better than my first godot project, keep it up!
Fantastic entry!
The music is absolutely incredible! Stands with some of best of the SNES era.
Artwork is great. I love the light rays in the forest and the environment art is really cool in general. I absolutely love the color and vibes of the cosmic ruins.
I'm guessing you ran out of time a bit (to be expected with a jam) with the some the jumbled-looking tilesets and the underground not really having a background, but I also found it a bit hard to read what was part of the playable level and what was background art in the bow-upgrade room.
I'd also like to see the animation be more expressive and maybe less detail-oriented. For example when attacking the character's pose still seems neutral as if they are just standing around instead of putting their weight and effort into an action.
Along with that The actual controlling of the character felt a bit sluggish and not that great, especially in comparison the sound/visuals.
I'd love to see what you'd come up if you had an extra person dedicated to gameplay and to help with level design.
Thanks for trying out the game! And the detailed feedback is very helpful, will absolutely take that into account in a future update for the game.
Great work, the music…. oh, the music, it’s so satisfying thanks mellorine, the pixel art is so good, I really love it.
Seeing the comments here maybe I miss some part, I was stuck on the frog’s area.
But it was so satisfying and enjoyable to play, I really want to play the complete game, thanks for that.
I’ve made a review of it on my YouTube channel, I hope you can watch it.
Thank you for playing, and for enjoying our work! After getting the first upgrade, I’d suggest going back to the left of the starting area to see what else you can access; as mentioned on another comment, the frog room path is unfortunately one-way only in this build.
Thank you for trying out the game! And hmm, I'll look into that! Not sure how that happened
The art department needs a raise! Incredible visuals and music (nice hints of alttp there), supported by great implementation and mechanics.
The game design is great, levels are clever and the tile sets are beautiful (with the problems everyone mentioned). Combat feels super fun, as does slide. The different abilities and the way they synergize is brilliant. Cutting back on the player knockback after landing an attack could help make up for minor imperfections in the level design (like having player knockback transition you to the next screen).
Movement seems a little on the heavy side for acceleration and on the floaty side for inertia. Controls felt tricky at first, specifically having jump right underneath your action keys, but you very much get used to it. You could add a tiny Pause sfx if there's no visual way to tell the player that the game is paused (other than no movement).
Awesome choice of synths and instruments for the scoring, and very nice songwriting experience there. The sfx were great as well, absolutely nailed what the visuals required. Reverb felt a bit off at times although it's barely noticeable so it's not distracting. Like I said, a raise!
I can't wait to see what your team makes of this game, if that's what you plan on doing! Great job with this one.
P.S: I forgot to say, big kudos for the nice amount of functioning enemies!
Thanks for checking out the game and for all the feedback! We appreciate the kind words and the suggestions, especially on the movement / combat. And yes, the game will definitely get updated post-jam!
WOW!! This is a super polished and very fun entry!! I love how much variety there is in the world, and the movement feels very polished and fun to use to explore it, which is the main thing to get right, and this game hit it out of the park. One thing I noticed was due to the slow dying animation, you can slide into a fairy and save without any abilities. Another thing was I didn't figure out that I could use the sword until I found the bow because I was trying to figure out which buttons to press to use it, but that was just me being silly. These aren't huge problems, just something to note. All in all, super well made and executed, I love that it keeps its scale in check as well. Great work!
Thank you for taking the time to try it! Really appreciate the kind words. Those are good notes, I'll probably put it in some kind of early "sword check" to make sure the player knows the buttons, and I'll have to disable saving mid-death. Thanks for catching that!
Art and music are out of this world! I think it's possible to get stuck right after you get the slide if you go to the right and down into the room with two frogs, if that's the only ability you have you can't jump out again. I just restarted so not a big deal. This is quite a difficult game. Sometimes I would clear a room and enter the next, and then the knockback from an attack or taking damage would push me back into the previous room to be surrounded by newly respawned enemies and they would mob me to death. The knockback is also tricky in the parts with moving platforms over spikes, the flying pigs treated me as their volley ball and literally spiked me lol. Great job!
Thanks for checking out the game! Yeah you're right about the frog room, that was supposed to be an alternate path, but the jump is accidentally 1 tile too high. And yeah I would maybe make the game a little easier in certain rooms / re-tune the knockback. Thanks again!
Heyo lemme start this off by saying I had a lot of fun playing this!
Visuals and the music are stunning, I just wish you had more time to deal with the tile and background inconsistencies that ended up poking you in the eye of otherwise an amazing artstyle!
Abilities were really fun to use although I do think some specific rooms need some balancing like the one where u get the long jump!
Combat was super fun for the most part as well which on top of visuals and abilities is the highlight of the game!
There were a lot of enemies going off screen/despawn issues which I'm not sure if it was intended or not and a lot of weird projectile hitbox issues like having a spike go through my head but not actually damaging me.
The movement took a while to get used to, it felt really "floaty" or "slidey" for a lack of a better word which I personally wasn't the biggest fan of, but it wasn't bad once I got used to it.
There was also numerous times where I just kind of got stuck into walls very early on into the game requiring a restart, on top of the jumping down platforms not working as a 1 off thing.
Also I think you made the small "slide" corridors a bit too small for the player character, where her head ended up going into the tiles, which would also probably explain the lack of hitbox there mentioned earlier!
Level design was intuitive and I loved the lighting details!
Overall I think it's a very solid entry!
Thanks so much for trying out the game, and for all the detailed feedback, that's extremely helpful! Those are all good notes and I definitely want to address the issues you mentioned. If it's not too much trouble, could you describe how you got stuck in a wall? That's the only issue I couldn't reproduce, I tried several things but couldn't get myself stuck. The player character has two colliders that she switches between whether she's crouching/ sliding or not, but only switches to the "standing" collider if there's room to do so. So maybe something with that is causing the character to get stuck
First off, the visuals are beautiful, and I would love a longer game with this art style.
(Reminds me of some DS game from a long time ago.)
The music was also really nice, especially in the last area.
The controls were hard to use at first because the character feels a bit floaty and sometimes unresponsive, specifically after dashing. (It feels a lot better once you get the long jump.)
But after playing for a while, it felt better, and I could pull off some cool moves.
The exploration was nice, and the shortcuts for backtracking were well placed.
The only bug I encountered was on the first screen to the left. If you jump over the little castle and try to change screens, you get stuck inside a wall. Fortunately, I managed to get out.
iI LOVE THE ART WTH!!!, prob the best game visually in this jam ive played so far!, like the previous commenter said yea i think the control scheme is pretty akward, but other than that its so cool!
thanks so much!! I really appreciate that 🙏🙏 yeah I'll definitely put in key rebinding in the future!
Could reaally use some iframes. I couldn't get out of the room where you get long jump because I kept getting stunlocked by the enemies in the previous room. I also kept having issues with enemies walking offscreen and then jumping out or shooting a projectile without me having a chance to react.
Those issues with the combat aside, this was a really solid metroidvania! Felt really pleasant to control. Visually the pixel art is just stunning, the rays of light in the forest are particularly a really nice touch. Though, there's some odd tile usage in a few spots - might just be jam time constraints showing though? I assume that's also why there's no real background for the caves.
Music was also really good! Main forest theme gave me some nice Kirby vibes, fit well with the enemy designs there I think.
OH wait. cannot believe I forgot to mention. I found the default control scheme to be a bit awkward! Mostly I'm just not a fan of having to use both space and bottom row keys, although having the other keys in the middle instead of off to the left worked better for this I think. It did take some getting used to though and I'd ideally want to be able to rebind the controls (though tbf that is always the ideal and not many jam games do it, so not a huge deal here)
Thanks for trying out the game and for the detailed feedback! It helps a lot. Yeah the visual weirdness with tiles / blank spaces was definitely just running out of time towards the end. (same with control rebinding) And I appreciate the notes about the combat, will definitely clean that up after the jam