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Alina & Dragon's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Metroidvania | #21 | 2.772 | 3.250 |
| Execution | #24 | 2.452 | 2.875 |
| Overall | #28 | 2.265 | 2.656 |
| Enjoyment | #30 | 2.132 | 2.500 |
| Sensory | #31 | 1.706 | 2.000 |
Ranked from 8 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Engine
Unreal Engine 5.4
Team/Developer
Polarnyne
External assets
SFX from Pixabay
Reference info
Discord: Polarnyne
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Comments
Pretty cute idea for a metroidbrainia. I found wondering what the story was about tho. What is it about, who our character is and why are we fighting these anime girls.
Congrats on the ledge grab mechanic, it isnt an easy feature to code :)
There's probably a bug at the starting area, right after the first drop in the ledge grab tutorial, you can grab on to the leaned wall next to the drop itself.
The lack of an in game tutorial hurts the gameplay a little bit.
I don't have much else to say about the game other than that, but I had fun. Keep it up!
The design of the levels is really good, but if you're planning on continuing this project I would recommend taking a step back to remake some of the mechanics. I found the game very buggy for a longer term project. I ignore my own advice all the time and always pay the price when I have an unstable foundation for a larger software project.
That being said, here are the things that do appear to work very well:
- Navigation is no joke. Unreal has some good tools for it but it's still very impressive how you've integrated it with the companion and the enemies.
- The ideas are great. The pet mechanics are really cool. I definitely sequence broke while I was exploring, and it was kind of tough to tell where to go (both arguably not that bad things for metroidvania). But getting lost would definitely be harder if there was just a little more environmental detail.
- Finding shortcuts and running into all the soulsy level tropes was always fun (kicking ladders, doors locked by contraptions).
The best part of the game for me was when all 3 of these points combined to create that really cute moment where the pet can pathfind through the dilapidated hallway just like you, but has to take a different path due to not being able to jump.
The biggest bugs I encountered were:
- I was able to skip the dark area by dying. The trigger to set the darkness doesn't cover the actual checkpoint, and dying gets rid of the darkness. So just dying to the enemy down there clears it up and lets me see just fine.
- The glide ability is pretty glitchy. Because the pet is actually hanging on top of your head, if you stop gliding while close to a ceiling you can get them stuck in the ceiling. This can even be used to staple a trampoline to the top of a window frame, which allows for lots of unintended movement. When the glide ends, maybe return the pet to the player's exact position before enabling their physics.
- The ledge grab often does not pull you up properly or grabs onto ledges that it shouldn't, such as the walls with invisible walls above them.
The main points of the design that could be improved:
- The telekinesis isn't currently as compelling as the other abilities. It slows you down and doesn't have any interactions with the pet. Maybe if you could pick them up with it?
- Decoration and worldbuilding. Even with a bare prototype like this, the idea about the school "crumbling" could have been more present beyond using debris as an obstacle. This is why the levels feel "empty".
Very ambitious including companion AI in a jam game! Nice. I really wish I kept my normal move speed while using telekinesis so it would feel a ton better. Took me a bit to realize I could open the red things; an onscreen prompt like the ladders would help. I would love to see more use of the telekinesis and friends together!
Enjoyed playing through the game. Using the pet to solve puzzles is fun. Thanks for all the work on this.
Nice work, my first 3d metroidvania also was basically untextured, everything just takes soooo muuuuuch time. Overall, the controls felt pretty good, some stuff felt a little off but overall worked well. It think the biggest thing missing is the clearer feedback. Initially there are locked doors, but then later there are doors you just walk up to and I don’t recall any distinction between them. Maybe it was your intent, but I think the telekinesis movement is too slow, combat was mostly running away. My first encounter with an enemy was confusing, I set my familiar into the darkness and they had come out larger and red with some power up. When I got the smart interaction, I didn’t realize the blocks to get out were what was triggered (also, loved that little puzzle!).
Possibly of note, I made it to the end but didn’t get the glow or glide upgrades. The familiar interactions were cool, I can easily see expanding on that for a lot of puzzles. Even though it’s proto assets, I still appreciate the initial decoration, I rarely leave any time for that and just end up with boxes. One thing that probably bugs mostly me is the straight hands, just curving the fingers slightly into a more neutral pose would help a lot.
Keep it up, looking forward to more!
The controls felt good. Moving and jumping was a good speed and felt nice. It had a very "stuck in the computer" feel with visuals, the absence of soundtrack and the only real sound the echoing of footsteps.
I wanted to get farther than I did, but I couldn't figure out how to get the pet to stand on the switch. The Q key did not appear to do anything. I would have liked to get farther. I really love that you went for a 3D Metroidvania. The game felt a bit empty - especially the lack of a soundtrack. Even a background ambient track to make it more creepy would have at least conveyed that was the feel going for.
The gameplay itself was solid, so you've got a good base to build on.
Really promising protorype, but i would have liked it if you at least put some basic textures on the blockout, and some in game explanation of the mechanics (took me a while to figure out the pet). Otherwise im looking forward to seeing the final product.