Cool game, just got stuck at a wall and cant continue, would be cool if you disable the fade animation when you already entered the next room and went back would be more fluent
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Sealed Chaos's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Accessibility | #6 | 3.667 | 3.667 |
| Graphics | #20 | 4.133 | 4.133 |
| Controls | #47 | 3.400 | 3.400 |
| Fun | #62 | 3.267 | 3.267 |
| Overall | #63 | 3.314 | 3.314 |
| Theme | #106 | 3.000 | 3.000 |
| Audio | #109 | 2.800 | 2.800 |
| Originality | #123 | 2.933 | 2.933 |
Ranked from 15 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Godot Version
Godot 4.3
Wildcards Used
N/A
Game Description
A lore-driven metroidvainia.
How does your game tie into the theme?
Every time you get an upgrade, more enemies spawn per room.
Source(s)
N/A
Discord Username(s)
a.mstar
Participation Level (GWJ Only)
2
Comments
Beautiful art and the platforming felt balanced! I can imagine how much time went into playtesting the levels. My playthrough went smoothly, the implementation is really neat. Could not find the 2nd boss, but the exploration was so compelling that I want to look harder. Additionally, the keybing settings and saves are the cherry on top of the cake!
Very cool entry. I was able to bug the camera during the first boss fight. (I double jumped into the event trigger - the boss fight started when I was up high and froze the camera quite high up) I like the colours, but what really took the cake was the fact that if you don’t bother the small round enemies, they’ll just let you go.
I got the broken seal and reached the top of the mountain, couldn't find anything important after that so I assume that's the end. This is super impressive for a solo project, something like this requires an extremely wide skill set. The art and music are of very high quality, especially when taking that into consideration. Also the first game I've seen in the jam to implement control rebinding so that's a huge plus too.
There are some things I would criticize though. There is seemingly no incentive to fight most enemies as they don't really get in the way, don't drop anything and some of them, especially early game, are actually pretty dangerous.
The game overall feels very eratic with how fast everything moves and how abrupt changes in momentum are so even easier platforming sections could take a couple of tries because of the controls.Maybe as a result of that the melee attack feels a little unreliable.
I encountered 2 bugs, the first had the wanderer protector spawn behind the barrier and going left in the blue cave room after flicking the lever softlocked me multiple times because the camera would move to that spiky platforming area between the grassy area and the mountain. However, it is really cool that you implemented a save system, made those slip ups way less impactful.
Great job overall!
Really liked the art! Feels very original and well balanced. I discovered that I don't have to fight the little blobs and then they won't attack me, but if I hit them I have almost no chance of not getting hurt (yeah, I'm not a gamer for sure), so I was just running through)
I think it would be great if the game had more dense content and sound polish in a smaller running area than having that much of space that has almost no action. Still great result for a jam game!
Cool metroidvania! Impressive amount of content for a 9 day jam wow. I love the art style, each zone looks distinct and really cool. It took me a while to figure out how to actually use the super jump, but it's fun to do once I figured it out. The initial rolly enemies were really crazy after getting hit so I kinda just avoided fighting for most of the game, but I enjoyed exploring around and getting to the top of the pink mountain area! Great work!
Some more sound effects would take it to the next level. I love the visuals!
I liked it but i didn't feel the increased of ennemies per room with the upgrade, The first area is a bit too green, maybe making the background more dark to better view the frontground. I also found the blue zone needlessly huge, the enemies presences was really small and nothing really threaten you and with how short your attack reach i didn't bother fighting anything. Also after founding the power in the blue zone (the things with the seal i can't remember the exact name) i just coudn't found where to go next so i stop there thinking it was were you have finished. Overall the level was good, the first boss was also fun to fight. The controls also feels nice. I also like the pixel art Nice work








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