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Into The Core's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Fun | #27 | 3.750 | 3.750 |
| Overall | #38 | 3.550 | 3.550 |
| Visual | #40 | 3.800 | 3.800 |
| Audio | #41 | 3.400 | 3.400 |
| Theme | #66 | 3.050 | 3.050 |
Ranked from 20 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Are you using any third party assets?
We made everything during the jam
Are you using any AI generated assets?
no ai
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Comments
I did it! The animation at the end is very cool. I think I spent a little less time on the bosses than I spent on the combined previous levels, which feels right. I appreciate that the game ends with a satisfying final boss fight of the kind that you think you'll never be able to beat at first yet it's doable. However note that I also appreciate that final boss aside the difficulty is not too progressive along the game, it's not exactly constant but it's quickly hard and never gets insane, it's more fun that way, sometimes replaying a level a couple of times all the game long.
The presentation is stellar, I love the tunes, I love the enemies' animation and the transition between two screens is cool. The game controls perfectly, there are plenty of different enemies proposing a different threat through the game and the overall levels are fun, diverse, with the right length and difficulty. One thing I liked is that due to several reasons trying to bruteforce rarely worked as well as dodging, I tend to be quickly tempted to bruteforce but I didn't in this game, I mostly dodged, even in the levels that I eventually won only because the energy bars appeared in the right places.
Amazing game!
Thank you so much for the kind words!
I'm glad you liked the difficulty scaling, I think the boss is a little too hard if we're looking at it from the perspective of a smooth difficulty curve. But after playtesting it myself for a long time, I got so good at the game that it was really hard for me to judge. I personally would have rather the final boss be too hard than too easy. But for the rest of the levels, if they were too hard I consider that a failure on my part, and there definitely are a few levels I think are too hard.
Really challenging. Good difficulty. I love how he drills! The transition is very smooth and feels so good!
Thanks for playing!!
One of my favourite so far! This is really well made! The ragdoll physics after getting hit is hilarious, I don't think I've seen anything like it in a game like this. The game also looks insane, and the commitment to pixel-perfect visuals didn't go unnoticed (I really hope you used a shader for that, since some of those animations must have been nightmarish otherwise).
It was definitely a bit on the harder side though, it's already been mentioned, but some extra i-frames would be great. Also I feel like the batteries should either have fixed spawn locations, or choose from a list of spawn locations, since the fully random system was a bit unfair at times (there were batteries that spawned in walls and enemies).
And while the game's visuals were stellar overall, the first few areas were a bit bland. Still competently made, definitely not bad by any stretch of the imagination, but the game only really started to pop in the last few areas, and I'm a bit worried that a good chunk of people will quit due to the difficulty before seeing that.
Thank you so much! Fixed spawn locations is definitely a good idea. I'd be interested to see the scenarios when it spawned it the wall, I had written some code to prevent that but it's still technically possible on some levels just extremely rare.
The pixel-perfect visuals were done by having a low output resolution (640x360) and then setting the texture filter to "nearest" at the root of the scene. That way, when a sprite doesn't perfectly line up with a pixel, it chooses the nearest full color to the center of the pixel instead of interpolating between them based on distance to the center.
It's true the first two areas are bland, perhaps some bad art direction on my part as I wanted the later areas to be a surprise.
Nice game, specially liked the level transitions. The thing I would change is to give the player some i-frames after getting hit, otherwise its really unforgiving if you are already in a bad spot
Your character stops taking damage after getting hit, and this invulnerability continues if you get hit again (even while already invulnerable). The invulnerability just doesn't prevent knockback, is that what you're referring to?
yes, just gave it another try to verify, that is what feels weird. You are indeed invulnerable but the knockback moves you to unpredictable places
Very fun and addictive! Something about the game structure and level layouts felt very retro in a cool way, and controls are responsive and satisfying.
Also props for the visuals and the music, good work!
I agree it feels very retro. I kept referencing SNES games to the artists, so it was definitely in my head when building and designing the gameplay.
I've been playing a lot of UFO 50 so I think that's the source of inspiration. Well that and SMB1, which I'm always thinking about when I think about game design.
Thanks for playing!
That Drilling sequence was gold! lol very satisfying, it has that awesome Retro Feel, the gameplay was solid, the FX were great, only lacks that competitive "let me try this one more time to beat this score thing" for example, also I was expecting that if u jump on top of the enemies it would kill them LOL (to many Mario games I guess lol), but you have the basis for a very cool platformer/ bullet dodge hell game here :)
Totally agree about the replayability. I wanted to have multiple endings for beating it under X time or beating X levels without getting hit (or both). Just simply ran out of time. Thanks for playing!!
Great game with a lot of polish and effort behind it <3 Controls were a bit hard for me at first, but it was addictive real quick! I felt like the knockback when taking damage was a little too much, though. Still, you blended the bullet hell genre with the platformer genre really well. GOATED TRANSITIONS TOO!!! Gj :)
Love the retro arcade style and the art is really nice! The knockback is a good mechanic it's a bit too easy to find yourself getting knocked about multiple times with no way to control yourself and lose all your health, so it ends up feeling like a cheap death. Perhaps the invincibility window could reset when you get hit during it, or the knockback time/amount could reduce with each subsequent hit?
Great polished entry!
Thanks for playing!!
The hitstun/knockback/invuln mechanic works like this right now:
When you get hit a "hitstun" timer that lasts .35 seconds starts and an invulnerability timer that lasts .45 seconds starts
While the hitstun timer is active you can't control your character, so that leaves you with .1 second of simultaneous control and invulnerability (this feels longer because the game timescale also slows down and ramps up over ~.5 "seconds" when you get hit).
If you get hit again while invulnerable, the invulnerability timer restarts, but the hitstun timer doesn't, so you can still influence your velocity while invulnerable. It's true though that it's possible to be knocked back in such a way that you basically have no ability to prevent yourself from taking damage, this especially happens if you don't get hit a second time and don't get to extend the amount of time you're invulnerable.
It's not really a perfect system for sure, and I love your suggestion of having the knockback effect diminish with each hit.
Level transitions are so satisfying! I understand the unstable platforms but I don't feel like they play a big role in the gameplay
I loved your game, thanks for checking out mine! I really struggled with the theme and tried to have it present in more subtle ways. The platforms being unstable are the main gameplay related one, also with the unstable controls after you get hit. The other things are the planet itself being unstable from the aliens, which I tried to visualize with a lot of screen shake and whatnot.
Yeah, the theme was hard. While playing I didn't think of the hit knockback as a theme representation but now you're talking about it you're right, a lot of tiny themes implementation here and there works too!
and even then, the platforms are good theme implementation, I didn't penalized you for that, I had the same core idea after all! I just think they could break a bit easier to feel more significant, or something like that
Yes I tried to have some lower health platforms in the levels where I wanted it to matter more, but it's true I should have leaned into it a lot more I think. There was also a decision in the last like 3ish hours of development where we changed it from 4 energy/uranium capsules per drill to 3 and I think that's part of why the platforms have less impact (you spend less time in the levels).
Also, I wanted the player to actually be able to run around and not just be using the jetpack all the time, otherwise, whats the point of having the platforms at all. It was tough to balance for sure and if I had more time it would have been a lot more refined I think. Thanks for your thoughts!
Drilling sequence to get to the next level was so cool hahaha!
For the things you are meant to collect in order to clear the stage, I do think their color is too similar to enemy bullets. When they did the spawn effect I often thought it was a different type of attack
Overall fun game well made!
That's a fair critique. The color is really similar, we didn't restrict the color pallette at all and kind of ran out of colors. Basically everything was used at some point in the things that do damage to you so there was no color we could use to distinguish. I tried to use the line effect and the swaying animation to help with the problem but I agree it's not perfect.
The room-based structure of this game immediately reminds me of Taito arcade games like Bubble Bobble, which is a huge plus! And man, for ten days the production here is crazy, all of the sprites are beautiful, the music and sound design are good, the effects are great, lots of good gamefeel all around. Extremely impressive!
As for the actual game design, you tried to go for something really unique here-- Trying to merge precisely dodging bullets with a kind of "loose" jetpack control and... It doesn't entirely work , but the game tries really hard to make it work to the point it does for a good chunk of it. Bullet hitboxes are lenient and the quick respawns and a lot of level setups are such that it's never _too_ frustrating when you overshoot due to your jetpack and slam into a bullet (getting flung all over when you get hit mitigates frustration by being hilarious too). I think the issue only really rears its head in the last rooms with the eyeball "boss" (especially since if you miss the drill, more batteries DON'T spawn, so you're forced to kill yourself which is awkward), where it just gets TOO overwhelming to the point where it starts to become tiring.
I think the biggest thing this game could've used is just some score or a time limit, or something to really push you to want to replay it and try different strategies in each room-- I think that would've really added some good depth-- But it's still impressive that this game has so much and that so much of it is quality. Great job!
Thank you so much for your kind words and detailed response! I always try to have a high-ish production value. Polishing is my favorite part of making a game, and it helps I have so many talented artist friends.
The batteries not respawning is a glitch I noticed yesterday, I found it at some point, didn't write it down and it's still in there now because of it :(
I agree about a score/time limit and the lack of replay value. I just simply ran out of time to implement something like that lol. In my original vision for the game I wanted to have multiple endings for beating X number of levels without getting hit/dying and under a certain time limit. Like in the metroid series basically, which was a really big inspiration for the game (visually at least).
At first I was like, "where bullet?" But You delivered on the second level. Very well designed game I liked it a lot
Fair point haha. I just wanted the first level to let you run around and learn the controls with basically no pressure of any kind. Glad you enjoyed it man thank you!
Bullet hell is one of the genres that doesn't quite mix with 2D platformers. Still, the unstable platforms are a pretty neat implementation of the theme with nice visuals. Good work.
I agree! But it was a fun design challenge, and there was quite a few very nice 2D platformers in this jam. Thanks for the nice words.
Amazing! Loved the ideia and the art, the game was pretty fun
Fantastic. Loved the art, sound effects and the cute monsters. Tough challenge. The music was very good but I felt it didn’t fit the vibe perfectly.
I wonder how my dad will feel about you calling them cute hahaha. Thank you so much for the kind words!
Thank you so much!!