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Null Element's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Metroidvania | #2 | 4.214 | 4.214 |
| Overall | #5 | 3.732 | 3.732 |
| Execution | #7 | 3.571 | 3.571 |
| Sensory | #9 | 3.571 | 3.571 |
| Enjoyment | #10 | 3.571 | 3.571 |
Ranked from 14 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Engine
Unity
Team/Developer
Project Null
External assets
Font
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Comments
Nice work! As others have mentioned, the platforming was a bit too tough for me, some of it compounded by my brain wanting to jump though the thin platforms but that doesn’t work. I think there are also issues with control remap, which is awesome that you have, but I remapped to gamepad and things worked really weird, at the end of attacks I might start healing instead of attacking, instead of shooting a fireball sometimes I’d dash (into spikes just before a checkpoint ~). I also struggled a little with separation of the foreground/background and character.
When everything was working, I really enjoyed it. The music is nice, the story was interesting, definitely would like to see what an updated version looks like, keep it!
Great game, nice art, and the music is very good, and the best story of the jam, good work.
For me it was a little too hard, someone already told that, but the hit boxes seemed too big, and the enemies keep going when you hit them, there’s no kick back or recoils, what makes very hard to defeat an enemy without losing some HP.
And the first boss (that one that smashed the bunny), for me looks like I didn’t have the necessary skills to defeat him and took me too long and was a little frustrating.
Bu overall very well made, really a great job.
I’ve made a review of it on my YouTube channel, and I figured out that I’m a very bad ‘precision jump’ player
Great game!! I love the artstyle, world design, and especially the platforming! The character moves so well, and the tight controls lend themselves well to the platforming. You paced everything well, mixing in combat with puzzles and challenges, which I really liked. My only major gripe is something I already saw others mention, the combat feeling a bit weighty and not too impactful. Overall, it's still very well made and enjoyable, great work!!
Thank you very much for trying out the game and giving such high praise and feedback!
Hopefully future updates fix the issues you are talking about!
Non - Game and Level Designer for Project Null
I really had fun playing this game, but I didn’t finish it, I’ll explain why later! :)
Pros:
The narrative intentions are very present and help make the game engaging well done! (I especially loved the narrative twist during the 1st boss fight!!)
I am a HUGE fan of the music! The boss theme and the second biome’s music are definitely the best I’ve heard in this jam—congratulations on this part, you did a fantastic job! 🎵🔥
The boss was really interesting, well done!
There’s a map!!
The pacing of the respawn point is well done.
The progression feels rewarding—you really feel like you're evolving more your progress in the game.
The overall art style is cool! While I think it could be enhanced with lighting and other advanced visual effects, it still works well and remains visually appealing. :)
Cons:
I feel like the hitboxes of enemies and damaging obstacles are a bit too large—I often took damage when I thought I was safe.
I’m not a huge fan of the combat system. The attacks feel slow, making it difficult to use effectively against fast-moving enemies. It was hard to find the right moment to strike. Also, I didn’t really see the benefit of the combo attack system (Does the last hit deal more damage? I didn’t check, but it didn’t feel like it). But this point can be considered as personal i think it is okay to have slow attack systems but you should feel more the impact of them (making more damage, screen shakes, particules, push enemies way further, ...)
Some gameplay elements weren’t immediately recognizable (lack of affordance/visual clarity). For example, I didn’t realize at first that the spikes were harmful, and I didn’t expect the clouds to damage me because they didn’t look dangerous.
Even though I enjoyed the narrative, I felt like there was too much text at times, so I ended up skipping some of it. However, this is just a personal preference, as I think your storytelling definitely adds value to the game
Why I didn’t finish the game:
When I reached the second biome, I got stuck at the door locked by two levers.
To pass through the flame walls, you have to use your dash while in flame form. But I found the dash timing really difficult to get right. On top of that, the flame walls instantly kill you if you fail, and you lose all your progress on the two levers when you respawn. 😭 After about 15 tries, I got too frustrated and decided to stop playing.
Despite that, I really think you made something impressive, both in terms of content and quality (especially the music!). You should be really proud of what you’ve achieved! Your game is a very strong entry in this jam, and I can’t wait to see what you create next! 😊🔥
Thank you so much for such high praise and good feedback! And for trying out the game!
- glad you enjoyed the narrative, this is just the beginning and nothings finalized so look forward to the full version of the game!
- our composer will be really happy when he reads that, I'm glad you enjoyed it!
- ill skip some of the praise so I don't sound repetitive but thank you so much for enjoying the game, lighting was originally meant to be added but due to gamejam time constraints we didn't have time for lightning nor proper setdressing!
- first 2 lines of cons fall under the same category which we are well aware of and will fix with the next major iteration of the game!
- we apologize if there was a bit of lack of visual clarity and will hopefully fix it so that you can't mistake it for anything!
- that's completely valid, most of the text is very optional and is just meant to add onto the game if you wanna get deeper in the story or the world setting/history(lore tablets), skipping some is a fully valid way to play the game!
- not having the 2 lock door be permanent regardless of dying was a misstep on our part and misjudging the difficulty of that section for some players so we apologize for that! And the flame wall instantly killing you was just a time problem more than anything, this will be changed in the next update of the game! If you are interested in some bits you missed you can check out the trailer for a little sneak peek(mainly the second boss!)
Thank you so much for such high praise and hopefully future updates live up to your expectations!
Non - Game and Level Designer for Project Null
I made it through to what appears to be the end, based on some comments below (got the air element).
My thoughts:
- The environments look really good, and the level design challenges are great; I enjoyed them.
- The element switching feels cool, and I like that we have some idea of what is still coming (water and earth, presumably), but that there's also different powers that can be unlocked per element (e.g. both the dash / walk in fire and the fire shot).
- My single biggest gripe with this game is that fire pillars instant kills you (or does so much damage that I just died instantly every time), especially in a game where checkpoints can be way off and a number of levers could be pulled that need to now be repulled.
- I also had a lot of trouble with the combat primarily the sluggish feel / long wind-up that doesn't feel/look deliberate, but also the short attack range). I basically never fought the little horned dudes that chase you when you're close because once I start I always take damage. And the flying enemies are just as bad, given how much damage it takes to kill them. It makes it feel like combat isn't generally worth it.
- The bosses were great, if a bit frustrating due to the combat things noted above. There were also a few attacks that felt a bit blindsiding; e.g. the first boss's arms up maneuver that summons the flame floor felt like it had no telegraph at all and just happened instantly, so when I was next to him I just instant took damage. (Though, to be fair, that's not necessarily a problem, since I did learn my lesson after that.)
- The fact that you can't use lanterns again after they're activated feels perhaps a bit too harsh, especially in a metroidvania, where you're likely to go one direction and then come back the other way past a lantern, unable to heal up. It feels like no-heal sections should be more closely curated by the level design.
- I never really used the heal until the last boss, because I couldn't figure out how to recover energy. (After my first heals, I assumed it would be attacking, and tested it, and found it didn't work, because I just did a single attack, not a combo, another feature I realised later than I should.) I might just have missed the tutorial for that, so potentially just a me thing.
That's about it. Sorry if it repeats some things other people have said.
Overall, I really enjoyed this, and it feels really solid. There's some rough edges in terms of the character controller, particularly with stuff related to combat, but also with some quality of life platforming stuff like coyote time and jump buffers, but all that can be attributed to jam timelines, especially with how much content there is in this. Fantastic stuff; well done!
Thank you for the feedback and playing our game! Yep that is more or less the end of the demo!
- thank you for enjoying the environment and the level design!
- yes! earth and water are coming on top of maybe a potential metal transformation! and each element will have its own powers that you can unlock like the first ones did!
- you're right yeah, this was mainly a time constraint which will be changed sooner than later!
- this was the main feedback we got for our game and like mentioned in some comments earlier will be completely overhauled to fit the rest of the games quality!
- Thank you for the feedback on the bosses and enjoying them!
- Another very common feedback that we learnt from! We will be adjusting stuff so this is no longer an issue!
- you didn't! these things were sadly a misstep that were missing from the tutorial and will be adjusted!
Thank you very much for taking the time out of your day to try the game out and we are thankful for all the feedback and praises! Hope you look forward to future updates!
Non - Game and Level Designer for Project Null
Nice job on the colour pallet, sound, and mechanics. You is kind, you is smart, you is important.
nono, you is kind, you is smart, you is important!
Thank you for trying out the game!
Very cool game!! Hope yall continue working on it.
You've gotten plenty of other comments in regards to the awkward combat, zoom-level, and empty space, so I'm not going to repeat those criticisms.
I really liked the atmosphere of the game, the music and the background art did a lot of great work contributing to that, especially in the second area. And I enjoyed the all the bespoke world interactions--different types of switches, doors, moving platforms, pushing boxes, etc. I think there's a ton of potential and I'll definitely check out future updates!
Thank you for the comment and enjoying the game!
Hopefully future updates won't disappoint!
Non - Game and Level Designer for Project Null
Let me begin by describing the point in this game that broke my spirit (lol):
I tried this segment so many times and once or twice I made it through, but with so little health left that I almost immediately died afterward and got zoomed back to the lamp post to try again. I found it really difficult with the keyboard controls and quick jump to ever land back on the platform after trying to jump over the buzzybois. So unfortunately, this was the end of the road for me! To be transparent, I am a mostly cozy/survival-craft gamer lurking in a metroidvania jam, mainly here to contribute art, so take from my experience what you will.
I am sure there is a ton more game to see, but from what I did see, I was really impressed with the visuals in this game. It is clear how much expertise and care were put into everything from the character animations to the little lamp posts to the imaginative sprawling backdrops. I totally appreciated the parallax and the sense of depth it provides; if I had one critique for it, though, it would be that because there is so much detail and colour in the background, visually I sometimes had a hard time tracking the grey player character. It might be helpful for him to have higher contrast relative to the backdrop.
As mentioned above, I really struggled with precision when trying to land jumps onto small platforms - the controls felt responsive, but I also felt like they were so responsive that I often overshot small platforms I was trying to jump to. I also wished the attack felt a bit more snappy - the animation is awesome, but the attack itself felt a bit slow and I often just tried to avoid enemies instead of engaging them.
Overall, great visuals, great sound, and I also really loved the exposition and the sort of "guide" character you meet and follow. It gives a great sense of purpose for moving forward and feeing curious to learn more about the story. Nice work!
Thank you very much for the feedback and this new perspective as a non metroidvania player!
Game was made with difficulty in mind so it's not meant to be easiest challenge, however we will take your feedback as someone who I assume is somewhat new to playing the genre and try to adjust so it's new metroidvania/platformer player friendly too!
We are sorry to hear that's the end of your journey and thank you for giving the game a chance! If you are interested in what the game has to offer past what you played our game trailer/teaser should be releasing in like an hour or so! so you can check it out on the discord or youtube and this itch page! We are fully with you that a higher contrast with the base form will increase visibility at certain points more compared to the background so we will be adjusting that as well!
Thank you for your feedback on combat and platforming and hopefully we can improve it and overhaul it to the point where its enjoyable to as many people as possible!
Thank you for liking sound and visuals and the cute little tutorial cat!
Non - Game and Level Designer for Project Null
The background art is gorgeous! I love all the main character's animations, that must have taken a long time. It's cool how the footsteps change depending on your elemental form as well. I really liked the depth of the story, it really feels like the start of a big game. I don't really have anything negative to say, but there was a room in the first area with a gate where you had to kill 3 enemies to open it, but I ran around forever thinking you needed to find 3 switches to open it instead. I figured it out eventually, but I had been jumping over enemies mostly to avoid them so I didn't know they also controlled gates. This is a true testament to what a great team can accomplish!
Thank you so much for enjoying the game and its art and sound! Hopefully further updates will live up to your expectations!
I’ve played the game up to the end of the second boss and unlocking the Air elemental, and I’m unsure what to do next, but I’m of the belief that I’ve played enough of what is there (the game page does say “explore 2 carefully handcrafted zones”, after all) to give my two cents:
I think the game sets itself up for an unfairly bad first impression, between the zoomed-out camera and awkward combat. I know that these are things you mentioned will be addressed in future updates, so I’ll try to approach both points in ways that other people haven’t mentioned yet:
Once the dash and fire shot is unlocked, I think the game opens up and displays more of its potential. I like that opened doors persist after death; I think the boss battles are interesting and engaging, although they could be a bit better telegraphed for first-time players; I like that the signs around the maps start incorporating more gameplay advice; and I think that generally, the level design is able to make more clever use of players’ abilities now that there’s more to work with.
There are definitely a few things I’d suggest still, though:
I know I’ve outlined mostly ways that I think the game can improve, and I hope it doesn’t come across as an attempt to be overly critical. There’s a lot of areas in which I think the game already demonstrates potential and competence, and as long as you’re looking to continue development, I figure that it’s important that I mention these points, rather than to brush them under the rug and assume that you’re already aware of these things.
Though, I should say: that song for The Ashen Forest is quite good! In general, I think Area 2 does a much better job setting up atmosphere through its music and visuals than Area 1.
I wish your team all the best throughout the rest of the rating process, and onwards as you continue working on this game.
Whoa I can't thank you enough for such detailed and well thought out feedback! I'll try my best to respond to it properly
Yeah unlocking the air element is essentially the end of the current demo with some double jump only places reachable after unlocking it!
Yeah I agree it doesn't give the greatest first impression due to to such a zoomed out perspective as soon as u start especially since u cant appreciate the pixel art properly on top of having combat pretty early on!
- yeah ill try to rethink the level design with a more zoomed in perspective for future use especially in the first area since thats the major culprit for "empty space" however that empty space in the first area is very intentional as of right now!
- yeah for sure, we are aware of the locking issue and the falling from moving platforms issue and we also do plan to address that in our major combat overhaul!
- thank you for feedback on the "air" combat we can see what we can do to have this revised to be more fun and interactive!
Glad you were enjoying the level design and the lore tablets!
- this one is a very fine line, i agree some acceleration and inertia could be but I'm personally afraid of missing the very very small golden middle and having our movement feel "slippery" for a lack of a better word, but we will definitely play around with it!
- oh yeah the controller support right now is still very experimental and has a lot of issues, should probably have mentioned that in the post itself, will be updated after i write this comment
- yeah there was mentions of some passive way to restore energy, will be definitely something thats gonna get fixed one way or another!
- yeah we are fully aware this also gets planned to get fixed in the next update!
No you are genuinely fine, the feedback was amazing so don't be afraid to speak up your mind! Stuff like this helps us more than you realize, thank you from the bottom of my heart!
Thank you for liking the music and leaving this feedback!
Non - Game and Level designer for Project Null
Love it!
I'm a big fan of tough 2D platforming, so the difficulty in some of the areas was welcome. Some spots simply felt frustrating but for the most part, it was just right. I did find the healing mechanic cumbersome or slow, especially in moments where I needed to heal the most.
Some controls and mechanics were unclear, like how to perform the three-hit combo or energy/the energy bar and refilling it. That being said, it felt rewarding to beat the first boss - the dash was so much fun to use!
There's strong theming and ambience, and I adore the pixel art, animation, and backgrounds! Your team did a great job with style & visuals. The fire form, boss animations, and first-level background were particularly cool :)
I saw on the game page proper that continued development is planned, so I'm really excited to see how it evolves. Great work, Project Null!
Thank you very much for playing the game and giving some feedback!
Glad you like the difficulty hopefully we can adjust some of the more frustrating parts in the next update!
Same with controls and mechanics to be explained in the tutorial that haven't yet!
we are particularly proud of the art including the fire and air form, and I'm happy that dash was fun to use!
Thank you for supporting us and hopefully the next big update lives up to your expectations!
Non - Game and Level Designer for Project Null!
This is a really solid entry! Very competently made metroidvania. I think my biggest issue with it is just that the perspective feels oddly zoomed out - everything feels awkwardly small on the screen and it makes any precise movement more difficult. I think the game resolution could easily be reduced to something like 50-75% of what it is now without even affecting the level design and it'd make things much better.
The range on the players attack feels way too small, I found it nearly impossible to hit enemies without getting hit back and ended up stopping because of this. The combo mechanic also really needs to be mentioned in the combat tutorial, I didn't discover it until the first boss and thought the player's attack was just comically weak up until that point.
One fairly minor issue, not being able to heal at already activated save points was annoying. I also found the map screen confusing, showing the player's location or letting me zoom and pan it would help.
Visuals seem nice, though I feel like I'd be able to appreciate them better with a smaller resolution! Don't have much to say about the sound and music, they're all fairly unobtrusive and ambient but are pleasant enough for that.
Thank you very much for the feedback!
Thank you for pointing out the perspective zoom out! The game was originally supposed to be made with the camera you described and actually had that camera fine tuned and ready, but some issue late into development didn't allow us to have enough time to actually have it properly work, that being said on top of combat, making camera adjustments is our top priority post jam!
Yeah for sure, I think not mentioning the combo system was a huge misstep while we were making the tutorial so it will be adjusted in the further updates, and combat will most likely get completely get overhauled to match the rest of the games quality!
Map screen is also planned to have a lot more into it as well as the player tracking you mentioned! and thank you for your feedback about the save points as well!
Non - Game and Level Designer for Project Null
Hey there level designer for Null Element, glad to be a part of the jam and let us know what you think about it!