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A jam submission

TOMB OF THE UNDERKINGView game page

A mini metroidvania.
Submitted by turboshook (@turboshook), Christian Kinyon Composer — 7 hours, 38 minutes before the deadline
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TOMB OF THE UNDERKING's itch.io page

Results

CriteriaRankScore*Raw Score
Overall#14.3884.388
Metroidvania#14.8004.800
Sensory#24.3504.350
Enjoyment#34.2504.250
Execution#54.1504.150

Ranked from 20 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Engine
Godot

Team/Developer
turboshook, christian-kinyon-composer

External assets
cave ambience by kindland, Oleaguid font by Arynoc, some sound effects edited from phoenix1291's CC0 sound pack

Comments on the jam
Love this jam!

Reference info
@turboshook

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Comments

Submitted(+1)

And here I have the first all 5 star rating! This was really special, love the super metroid vibes. 

The artist and the musicians did amazing, the game design was good as well although there were some nitpicks.

Attacking the rock plays a hit animation which makes me think it can be broken by just the sword which probably isn't the case. Gameplay feels a little too heavy for me, I wish controls transitioned better betwen themselves, every time I try to do some sick play the game doesnt like it.

But like I said, nit picks. Overall this was a very solid experience, I wish there more to it tho! Like an ending or even easter eggs to be found. But you've all proven yourselves very capable Gamedevs :) congratulations and good luck on your journey!!


Developer(+1)

Wow, I'm very honored to hear you liked it so much. That means a lot, thank you!

Submitted(+1)

This was a real delight! I’m on the fence about how I feel about the movement, part of me feels ok with the slower deliberate nature but I also feel like some of the bits could have been combined for more interesting combat, like axe does a knockback. Definitely not a problem esp with no passive damage, which I really liked! The visuals were great, loved smear frames, vfx and lighting. The grappling hook was a little finicky but I started to get used it but I think having it auto-aim would have been preferable but certainly understand jam constraints. Given the size of the world, the low detail map worked but if was bigger, I’d definitely want an upgrade.

My other suggestion is remappable controls. I highly recommend using a template, it basically means you can give players a bunch of quality-of-life features for free (well within this jam’s rules, but I think most jams allow boilerplate templates). For me, attack with Gamepad Face Right felt super weird and I kept using the no-damage axe instead. I still finished with 100% so not a big deal (and you supported gamepad at all which I thoroughly appreciate!)

Eternal Echo (Dragon Forge) from this jam, has a template https://github.com/dragonforge-dev/dragonforge-game-template done as a series of plugins so it’s easy to just take what you want. Another popular template: https://github.com/Maaack/Godot-Game-Template Any my own: https://github.com/paco-orwin/godot-starter-cookiecutter All support control rebinding with minimal fuss.

The reality is this is so polished, these sorts of details are what’s left; it’s crazy this is just for a jam! Keep it up, would love to see more!

Developer

Thanks for the detailed write up! I am honored that so many people bothered to stick around and 100% it.

I was re-tooling how the pickaxe functions in combat well past the halfway point of the jam. To be honest, I was never quite happy with it. I think the wall jumping is clever but it's definitely missing something. I think I had a design breakthrough 2 days after I submitted the game (of course) and I will definitely be re-working it if this gets further development (and it may).

I was not aware of the functionality provided by these templates or that jams tend to allow this, definitely useful to know for the future. I'm pretty opinionated, though, so I will probably just end up making my own. Thanks again!

Submitted(+1)

I really hope you do continue, the drill was a such a cool version of dashing, I definitely want to see how you …evolve… the pick axe.

Regarding the templates, I personally think making your own is a great way to go, I’m very opinionated too, but wanted to call out some specific resources instead of “just google it”. And it can be helpful to see how people set things up.

Deleted post
Developer

Would buy on Steam is high praise for me. Thank you for the feedback as well.

Submitted(+1)


Cool!
My favorite part was how enemies didn't have passive hitboxes, only attacks telegraphed by awareness indicators. It felt relevant to the character that they can sneak around instead of confronting things directly. Not to mention how the beetles can run themselves into spike pits. I felt very stealthy! The movement is a little clunky, but that added to the tension of certain situations, especially navigating around those terrifying fish things.

My only complaints are the same as what Kaseling already mentioned about the map and that things like pogoing enemies, dashing into walls that are too nearby, and any more precise movement generally felt inconsistent. I also found the music a little repetitive and the visuals for the player sprite and the screen darkening for messages looked a little off, but the overall look remained very cohesive and I don't think the game loses much for these small things.

Jam Judge (2 edits) (+1)

That's so adorable awawawaw

Everything here is just so cutie cutie, even the walking sound effect is lovely, and I really like all the little animations like dying and the fact the air moves are all just some sick flips x3

The enemies are also so huggable, I want one of those bug guys as a plushie, they're just some silly little goobers. The way every enemy actually reacts to your presence and there's exclamation points and everything is also something I just love, I always find those kinds of enemies the absolute best ones, because you know, they feel like they're alive, as they should be!

Artstyle and music are really top notch, there's really nothing to complain here, just to enjoy.

Gameplay was also super smooth, all the mechanics flow really well, and I specially love the picaxe since it's quite unique and creative. I also love how you implemented pogoing, usually this kind of game lets you just spam downslashes for free, but here there's a timing to master if you wanna stay on top of enemies, and that was a very appreciated change of pace.

I also always appreciate some little lore, I'm always curious to see what flavor text the next item is gonna get, even tho admiteddly this game doesn't really go deeper than just the "stock metroidvania lost civilization" stuff, but hey, it's better than nothing!


And now, I must fulfill my role as this jam's official number one spacebar hater: WWWWHYYYY???  TwT

W is like, sooo freeeee!! Sure, it interacted with stuff, but c'mon! Interacting is such a situational input to be wasted on such a good key!! I actually had so much difficult adjusting to all three JKL inputs because I had  to keep my thumb on this damm bar and I kept messing up because I had to focus on my thumb instead of the actual inputs I needed. Yeeesss, I know, I know, it's just personal preference, and it doesn't actually affect the game in any meaningfull way... But still, just coding the jump to happen on both buttons is like, a single line of code thing, there's really no reason to limit a 2D game to spacebar jumping unless you have a REALLY good excuse to. (And if phasing down throught platforms is an issue with W, I always prefered them being phased by double tapping S instead as well)


Anyway, rant over, aewsome game x3

Developer(+1)

I appreciate the detailed feedback! I'm honored by your feedback. 

I had a laugh with your space bar rant because I actually don't like it either lol. However, in my playtesting and with my previous experience releasing keyboard-controlled games on itch it seems to be what most players expect and I have adapted to it with time. I think the real solution is not to force one control scheme and let the player pick, but I didn't have time for that sort of refinement this go around. 

Thank you again for the feedback!

Submitted(+1)

Very solid, nicely done! A unique set of abilities. Got stuck for a bit early on because I didn't notice the switch in the dark room. I do wish there was a way to save the game because I had to stop playing part way through and don't want to redo the whole game up to the point I was at.

Submitted(+1)

It's really good but it needs more checkpoints.

Submitted(+1)

I really liked this one! I do have a couple of notes though:

- I think the walking speed could've been significantly faster. It just feels a little sluggish sometimes

- The ending feels rushed. I get it though, most of the time probably went into making the rest of the game as high-quality as it is

- I wasn't able to find a certain upgrade. Would've appreciated it if the map indicated connections to rooms that you haven't been to

- Combat was kind of clumsy for me. I don't see a good reason for not being able to attack upwards while standing on the ground (or underwater), and there's a bit of start and end lag (preventing you from moving or jumping) for every attack which really threw me off.

- I found it odd that checkpoints don't heal you and you have to pay for health regeneration. It's fine because you get more than enough coins though.

- Here's a tiny nitpick: You don't enter the crouch state if you hold down while in the air before landing

And that's about it. I think the visuals are the strongest part of this, I personally find the art very pretty. Music was nice too. Good job on making this!

Here's my gameplay footage:

Developer(+1)

I really appreciate the detailed feedback! Including a gameplay video is next level. Thank you very much!

Submitted(+1)

I've been looking forward to this one! Woo! Finally made it to yours guys'.

Some seriously smooth effects here and great lore building. Also nice use of micro-reward to keep me hooked towards my overall goal.

I think my own personal hell would be a room with an army of red lizard dudes.

I got stuck after getting the pickaxe and couldn't get out of the room.

Developer(+1)

You can use the pickaxe to grab onto walls and escape, its my little riff on the traditional wall jump.Thanks for checking it out!

Submitted(+1)

ooooh! Cool. Did I just completely miss that in the tutorial? Woops.

Developer

There was some info in the little text page that came up when you grabbed the pickaxe. No worries, part of my goal for this jam was learning about design that implicitly guides actions so I was relying on the structure of the map to communicate intention more than text. It does not translate 100% of the time because I am not a pro, lol. Thanks again for checking it out!

Submitted (1 edit) (+1)

Got it! Well, that’s what I get for zooming past tutorials.
I really like that the structure of that room locks you in it, so you’re forced to learn the mechanic rather than bouncing off and exploring in the wrong direction. Here’s a few things I think could make it more intuitive:

  • Pickaxes don’t naturally signify climbing, so you could change it to some other item that does (but I like the pickaxe and it fits your theming)
  • You could use mental priming by having another pickaxe (or a few) (possibly broken for styling) wedged up and down that vertical corridor you want players to climb up
  • You could mention climbing as the first part of the tutorial so players like me who are fast skip will at least see that. Then move the rock into a position where they must break it after climbing. Because a pickaxe DOES naturally signify breaking rocks, and I’m a lot more likely to try that intuitively even if I missed tutorial text. Essentially, give me the important, less intuitive stuff in text format first so I don’t miss it.
  • Video tutorial (show me climbing with the pickaxe)

There’s probably some more stuff you could do here with iteration, but that’s some stuff just off the top of my head.  Thanks for the experience!

Submitted(+1)

Enjoyed the game. Played all the way through. Gamepad feel was good. The underwater sections stressed me out when I was running out of air. But in a good way. :D Thanks for making a great game!

Developer(+1)

Thanks for checking it out! Looks like my little clear time parser I cobbled together just before submitting isn't displaying minutes correctly lol. I should have caught that. I'm glad you enjoyed it. 

Submitted(+1)

116 minutes is an impressive amount of time. It makes me feel important. :)

Submitted(+1)

Nailed it! Nice vibes, great level design.

I was really impressed honestly

Submitted(+1)

Amazing setting and really good soundtrack.

Definitely invokes that Metroidvania vibe.

I didn’t like how the dash went sideways even though I was holding W. This got so annoying that I had to leave it be for now. Got the mask and got to one of the shops with the golden mask.

Never really figured out how to fight the snails. Also fighting against the lizard type creatures resulted in me losing a heart almost every time.

It would be great if going to a checkpoint healed you. Or if there where more vases to break. So that the player could heal easier.

Impressive work!

Developer

Yeah, I definitely didn't make any breakthroughs in combat design here. The snails can be fought but their hurtboxes do not encompass their shells, if I recall correctly.

I'm interested in the dash issue though. You mean you were holding up and still dashing forward? I may have to look into that after the jam period is over.

Thanks for checking it out!

Submitted (1 edit)

Haha yeah, Heres some steps to replicate the issue.

Do a long jump by pressing space. The press Left Shift and W. The result sometimes ends up with the player dashing to either the left or right and not up.

Maybe its a skill issue on my part, but I find it intuitive to press W and either A or D for the direction. I guess how you could fix this small issue is by checking the up/down directional inputs first and going for those. Or just checking if any up/down inputs are given in a span of 2 frames or so. (to short of debounce the inputs)

Developer(+1)

This could be because the forward dash is the default behavior and the dash state does not catch the upward aim direction before committing to the velocity. Using my input buffer would likely help here. Thank you for the details!

Submitted

No problem!

I’m excited to play through your game again after you have fixed this slight issue!

It’s really good work!

Submitted(+1)

This was fun! I like how the abilities combo with each other to create some interesting movement options. Music was solid, the songs fit the vibes of each area well, especially the water area theme. The art is nice too, and recoloring the same assets for different environments is a pretty efficient way to make them stand out from each other. 

My main complaint is that the crouch blocking other inputs got kinda annoying and made it feel a little clunky to play at times. All in all though it's very well made game and I enjoyed my time playing it!

Submitted(+1)

Wonderful little game, i really enjoyed it. I loved how almost all the abilities had multiple uses (my favorite was the drill, you did a great job on the drill platforming parts) i loved the visuals to, it reminded me in some way a bit of animal well (at least the environment). music was on point to. only complaint i can give is that towards the end it was a bit annoying to just run around and look for the gems, especially if you had forgotten where the blocked passages leading to them where, maybe put some stronger indicator there so the player remembers it easier? Anyways you did a phenomenal job on this game well done.

Developer(+1)

I appreciate it! The original plan was to have more decorative map elements to signal where the gems were, but that got cut mostly due to time. Thanks for the comment.

Submitted (1 edit) (+1)

I got stuck really early on. I got the sword, and another heart, and I can't figure out what to do next. I wanted to give it more of a chance before voting. Any hints?

BTW, love the old school feel.

Developer (1 edit) (+1)

There is something in the dark room that you can hit with your sword.

Submitted(+1)

Much more fun the third time I tried it. Good music. Good graphics. Game play loop was nice. The map wasn't super helpful, but it was nice to have it.

Found a couple bugs. One was that my sword wouldn't disappear, It hung around by the side of my head after fighting a snail. When I used pickaxe it switched to that. Second was after I came back from getting the first gem with the dirt dash, I drowned. I got in a respawn where I was stuck under the dirt and losing air, and then just was in a respawn loop cause I couldn't dig dash.

Still a very solid entry.

Developer

I'm honored you tried it three times! 

The drill drowning thing I believe is a map bug. The sword sprite never despawning is a weird one, I thought I was handling that properly. Thank you for reporting back.