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Hollow Flame (MVM 27)'s itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Metroidvania | #17 | 3.250 | 3.250 |
| Execution | #17 | 2.917 | 2.917 |
| Overall | #18 | 2.958 | 2.958 |
| Enjoyment | #20 | 2.833 | 2.833 |
| Sensory | #22 | 2.833 | 2.833 |
Ranked from 12 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Engine
Unity
Team/Developer
Zach, Axel, Tadeo & Nicholas
External assets
No
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Comments
Great work, it was fun, the art is very good, and the music matches the atmosphere of the game.
There are some points but nothing too big, like the passages are equal to the walls so you just identify them when you touch, and some tights spaces to jump. And there’s really a bug on the keyboard controls the D button It’s triggering the jump, but with the control it’s working fine.
I’ll post a review for this game on my YouTube channel, probably tomorrow.
The game isn't finished yet, but I can see the idea behind it. Finding the crystals hidden in the shadows was a cool mechanic, and when the music played, it added a really mysterious vibe to the game (though I had to go into the options and back for it to activate).
The controls felt a bit too fast, making it easy to fall, and the character always turning to the right was sometimes frustrating, especially when trying to line up a dash to the left. The player's health also seemed quite high, making the game not very punishing, even if you stay in hazards or walk into enemies.
The game felt a bit short, and at times, it was hard to tell where to go especially since there were no signs indicating room transitions.
Fun little experience. I got to the end with 1/2 flames and 3/8 crystals in 5:20.51. I would have played more if there was a map or the levels with a bit more distinct so I could find the rest. Don't know if there was a way to attack the enemies, but tanking them also works ;) I didn't hear any audio (noting cause you have a composer on the team?)
Really nice work! The controls feel nice and responsive and the art and visual fx were cohesive and strong. I couldn't hear any sound though (checked everything on my end). Other than that, cool game.
A very interesting entry that needs a lot of work on the visual side, I also ended up having the music bug that someone mentioned in the comments! I like the character design and I think it would have shone much more with a more complete visual package which ended up being my main gripe!
Game feeling very hard to navigate could also stem from that same issue, overall pretty decent!
Awesome character design and art, very pretty! And nice atmosphere to the game. The dodge felt good, but the platforming itself didn't feel great to me, you jump and fall very fast. I think tuning that to be slower / slightly floatier, and maybe a little bit of inertia on the left/right movement would help, and match the elegant character design. But the biggest issue is the room transitions look identical to the other walls, very very confusing in places.
Would love to see more of this character!
Such vibes! I really loved the Hollow Knight / Gris feel to your main character's flowy design. Unfortunately I encountered an issue in which, when the game launches, there is no music or sound. I can't reproduce it today, but when I played a few days ago, when I eventually got back to the title screen (I can't recall now whether I finished everything or just died), the music and sound actually kicked in, and it was great. I just wish I'd had it on my first playthrough. With the dark palette, painterly background, and music, this game has a great feel.
Generally I found movement felt good; the only issue I had was with the wall jump. It felt like some of the gaps were too wide, or maybe I just wasn't using it correctly. Visually, your chosen colours had great, readable contrast and in combination with your UI, I found it easy to determine what to collect and what to avoid. I would love to see how this game develops visually given more time to make unique assets for the abilities and such, because the backgrounds and character art are awesome.
I did wish for a bit of story about your character to help me feel more connected to their quest, but as I said above, it still felt pretty clear what I should be doing, even if I didn't know what the motivation was.
Great work, will watch for updates :)
Navigation was really difficult - it felt impossible to tell where room transitions were since the edge of the screen is the same color as the terrain and the camera didn't stop at the edge of rooms. Movement felt fine enough - the gravity on the player jump felt a little too high but the dash felt really nice and was a lot of fun to chain with wall jumps. I think the controls were a little broken, it seems like you tried to offer wasd support but somehow the D key was bound to both moving right and junping. I was forced to use arrows for movement and space for jump which I don't particularly like that combination, I'd like to have z jump or wasd movement as an option.
Environment visuals feel pretty unfinished but the player animations are really well done. Music was fine. Fit the mood well enough but didn't really appeal to me.
Awesome job! This was a lot of fun to play: the abilities were fun to use and art and music were fantastic and really made you feel like this little flame in a dark world. Really loved the flame animations!
What triggers the end? I only had 3/8 crystals when it ended so I wasn't expecting that. One possible bug though is when I restarted after that my health was reset to 10/10 again, but it still showed I had 3 crystals, so I'm not sure if that should reset too.