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MOV.SA's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Execution | #11 | 3.400 | 3.400 |
| Enjoyment | #13 | 3.300 | 3.300 |
| Sensory | #13 | 3.400 | 3.400 |
| Overall | #15 | 3.175 | 3.175 |
| Metroidvania | #25 | 2.600 | 2.600 |
Ranked from 10 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Engine
Godot with full procedural texturization.
Team/Developer
Kelvys B.
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Comments
I really like the game idea. It is so unique and fun.
I don't now if it's just my computer
but when i play the game in Webversion and shoot with the watergun the game lags.
I hope you can fix the bug and I am looking forward to a sequel.
Thanks, I’m glad you liked it.
The problem of the lag is known bug for web build of Godot on 3d games, happens every time that a new particle system it’s loaded for the first time, I had an idea to fix that, it’s preload all the particles emitters on the game load I’ll will try this on the next version.
And certainly, I’ll continue the development of this game.
Thanks for playing.
Nice and pretty original entry!
Pros:
Good approach to the theme, where you have to walk around your environment and analyze it.
Tutorial panels, always a plus!
You clearly set the objectives of the game with the top-right panel.
The narrative is definitely the highlight—it creates a sense of mystery and really helps immerse the player in the game. There are surprise moments, and the universe feels alive. Really, really great job!
Cons:
I found the first music track very repetitive, which made it difficult for me to get into the game at the beginning. However, I preferred the second one.
Visually, it’s not very rich, but since you worked on this alone, it’s understandable, it’s not easy to do everything.
I didn’t understand the purpose of the multiple empty rooms.
I felt pretty lost at the end of Chapter 5. Up until then, I was used to having a clear objective, but in Chapter 5, I couldn’t figure out what to do and wasn’t able to finish it.
Anyway, even though I pointed out some "negative" aspects, that doesn’t mean your game is bad at all. You clearly have something original in mind, with a narrative that works really well. I was surprised to get emotionally involved in it! So yeah, you can definitely be proud of what you’ve create, great job, and keep up the good work! 😃
Thanks, for the complete review!
About the points:
• About the music, you are right, I didn’t have time to refine that composition, there’s already a second version of that music with more movement and some changes, and I’ve made one more piece of music to change in some points.
• About the lack of visual, in fact I didn’t have much time to model a lot of stuff, there was planned to have 2 kinds of enemies, the printers and the cleaners for this first version but just one came to the prototype, and some assets were made in the last minute.
• Oh the empty room, in this prototype I focused on make the game run smoothly on the browser for the jam, because of that all the textures are procedural, I used low-poly assets, and had to limit the number of meshes on the floor, on the next version I’ll fill all of the other room with some messages and, fragments of the game story.
• Oh that sorry about that, you finished the game, chapter 5 was the ending of the prototype gameplay.
Really thanks for the review being very complete and precise, I really appreciate that, and I hope that you play the next versions.
Very great entry!! The theming is totally on point, and I love everything about the story, and what it's going for. The almost horror-like barren hallways and emptiness really give it a cool feel that is unlike anything else I've played in the jam. Like other reviewers were saying, I did find myself getting a tad lost, but I can appreciate this tying to the themes. Great work!
Thanks, I’m working on the next version with some improvements based on the reviews.
Thanks for the review, I really appreciate that.
This was a very (unfortunately) accurate parody of the state of working for large corporations today. The tedium and ridiculousness of the formulaic and unhelpful online chat interactions made me exasperated in the best way - you really nailed it, haha.
Needless to say, I loved your concept, and I was impressed with all the written content your game included. Usually I don't like reading a lot in games, but the way you did it made me want to keep reading to see what ridiculous corporate-speak thing would happen next.
The main issue I had was sometimes not being able to engage with something I needed to, like using the computer, talking to the robot in Terminations, or picking up a keycard. It seemed like the hitbox for these things was a bit finicky, so if I wasn't far enough away or approaching from the correct angle, I couldn't get the little "hand" interaction cursor to click on these. I still persevered and was able to finish the game, so it wasn't too bad.
Although the map was a bit difficult to navigate because everything looked the same, and you could probably find some points of interest to help orient players better, I wouldn't completely change it. I think the grey, barren, unremarkable and repetitive nature of the environment perfectly suits the story you're trying to tell. It is a sad soulless building owned by a sad soulless corporation. Nobody is decorating their cubicles. Everybody has been declared a cost center and terminated. Truly a scary scenario!
I can't promise I'd commit to 37 more floors lol, but I would definitely come back and play more if I saw an update here. Really love where you're going with this one. Great job!
Thanks!
I’ve received a lot of good reviews here, this encourages me to keep the work on this game, and certainly I’ll do.
I’m already working on a post jam version of the game, and the interaction hand problem was fixed with continuous collision detection.
And about the map I’ll work on some visual hints to help the navigation, some details and boards on the walls that will guide the way.
Really thanks for the feedback and thanks for playing.
Was really easy to get disoriented in the samey hallways, I feel like some of that feeling is intentional but I'd still appreciate a basic map of the floor layout - I had no idea where I was the entire time and found myself constantly running in circles.
Mechanics of this were pretty basic but it's clear that most of the effort went to the writing (really impressive that you were able to put this out in three languages!). I think the story and humor were generally pretty on point though the english could be a little shaky, and in particular the acronyms used seemed really inconsistent - the evil hr seemed to be referred to by a couple of different acronyms at random and it made things a bit hard to follow. I think maybe the acronyms for the other languages might've slipped into the English translation since I noticed a similar error on the game page where the English section uses "TI" instead of "IT".
A couple nitpicks I did have with the mechanics is that it felt particularly irritating to have to switch off your weapon in order to interact with things. Given you could freely swap at any time there didn't seem to be much of an actual reason for this and it made it harder to even recognize interactive objects since the prompt to interact would only appear after switching to an empty hand. I'd also like to be able to scroll the chat log at the beginning since I accidentally clicked through a couple messages too quickly and had them get immediately pushed off screen so that I couldn't read them. Making the message boxes a little smaller might also help with that.
Switching keycards seems like it'd get tedious really fast with many more than there are now. I think you should have the player discard any keycards that get strictly outclassed - after getting the A2 keycard there's not any reason to make the player switch through the now redundant A1 keycard.
Music fit the office vibe pretty well but it was wearing pretty thin by the time I beat the game. The metroidvania elements also seem to be limited to literal locks and keys here so not great on that front, maybe that'll be expanded upon in a fuller game.
...I feel like this review turned out pretty negative but I did enjoy the game! The humor and theming are really well done, and most of my issues are fairly minor. This is a pretty solid game, nice work.
Hey that’s was a great review, very detailed, the most detailed that I ever received, I really appreciate that, thank you, I certainly will use your review to enhance the game on the post-jam.
All your points are valid and precise.
About the map the disorientation was really intentional, there takes some time to navigate, on the big floor, and there’s some tricks like the odd rooms are on the left and the even room on the right, but on certain point of the game there will be an map, it’s a planned mechanic.
Regarding the translation: Initially, the text was written in Portuguese and then translated to other languages. English is my second language, and Spanish is my third. Due to time constraints, some details, especially concerning acronyms, were not reviewed.
About the mechanic, you’re right, the need to change back to empty hand is not necessary, I’ll work on that.
About the Id card, good feedback, I’ll refine that mechanic, maybe just accumulate the permissions, or remove redundant cards, I’ll test some options.
About the music, I wrote 3 songs for this game (one is not ready) but just one fits that first stage, the other 2 are for other moments of the game, but at the end of game play I’ve put the slow version of the main song, and it seems odd at that point, I shouldn’t put that there, and in the future version it’s going to be more variations of the same song during the stage itself.
And yes I’m planning other kinds of blocker, including some weapons and knowledge, that are necessary to enter some areas and floors.
And thanks again, I really loved your feedback, it’s going to be the base of the first modifications on the game, thanks a lot.
This was fun! I really enjoyed the story and the exploration. Haha it took me forever to find the router room because I kept looking for "N1" instead of "M1" whoops :P Thank you so much for making a game where I don't have to jump across moving platforms that either drop me to my death in spikes, or cause me to fall 10 stories and do it all over again, it gets old. Have you seen the show Severance? I think the floors you've created here give a really similar atmosphere to the ones in that show. Great job!
Thanks a lot, I’m very happy that you liked it.
Yep, you got it, Severance was one of my visual references for this game, and also ‘The stanley parable’, there will be a narrator on the next update, telling the story of the character.
bravo!
Nice work, I really enjoyed the story and atmosphere. I like how you made boredom a tutorial. The strange physics really grew on me, though I’m certain it’s more of a bug; hitting the robots would really send them flying sometimes. At first it felt odd but it was fun knocking them around the halls. If you do expand another 39 floors, some variation in the rooms and enemies would be good but for the length it is, it works well.
Thanks, I’m already planning some floors, everyone gonna be different, even one with a beach tennis court, and a lot of enemies, like cleaning bots and security drones. And the strange phisics, it was a bug, but at the end I liked too :) so the bug became a comic feature.
That's a truly creative and original idea on Metroidvania games. I really like the atmosphere great job!
Thanks :)
I love the atmosphere and setup. It really sells the dead, emotionless cooprate enviorment vibes,
Couldn't play much ( prone to motion sickness) so I won't rate. but it feels very cool!
Thanks, I’m really happy that you liked it, I loved your game by the way, I’m recording a video for my youtube channel playing the submissions, I played your game and I really loved it! nice art and atmosphere, and the gameplay it’s amazing.
Thank you again :) whats the name of your channel?
https://www.youtube.com/@CiaNCIStudio
Thank you!!! Watche the vid :) your playing session is very valuable. We arebplanning on doing a revamp of the game this summer (and, per jam rules, i might get up a bug free version after the jam is over) and I hope you can try it then. Theres a lot kore content even in the jam version so i cannot wait to polish it out :)