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A jam submission

Modular MunitionsView game page

You're a damaged machine, lost in a cave.
Submitted by voidchair — 3 minutes, 45 seconds before the deadline
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Modular Munitions's itch.io page

Results

CriteriaRankScore*Raw Score
Sensory#53.9204.333
Execution#103.3173.667
Overall#113.4173.778
Enjoyment#123.3173.667
Metroidvania#143.1163.444

Ranked from 9 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Engine
Godot

Team/Developer
Voidchair

External assets
Sound effects from freesound.org and pixabay.com

Reference info
voidchair on discord

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Comments

Submitted

I loved the music and art. Really good vibes. Really nice looking. Love that it was a Godot game. I liked the way the menu came up. What were you doing to make it expand and fold like that?

I would have loved this more if it weren't for the unforgiveness of the jumping puzzles. I did read the tip about the downward slash, but I had trouble timing it and then forgot about it when it came to the actual jumping puzzles. I got the fist, but apparently missed the boss and ended up back at the beginning. I assumed there was no ending and quit because of that. I also would have liked the B button on the controller (right facing button) to cancel the Select screen. The teleport looked really cool, but it took a while to target and really just made the jumping puzzles more frustrating.

Overall it was really well polished visually and aurally, but the gameplay just really made me frustrated.

Submitted(+1)

Loved it!

The visuals are very nice and the animations and VFX are simply great, especially the sword combo. It all moves like you expect it to. I missed some SFX like one for jumping, activating a checkpoint or when the flying squids attacks, but those that were present were on point. The music was nice as well.

I liked the descriptions in the inventory for the items you start with, it was a nice touch and a good way to tell you more about your character.

I had some frustrations with platforming as I thought many platforms were too small. Dashing would often overshoot them. For the glowing mushrooms I would need to carefully place the camera above my head to make sure I would actually land on it. Also, I often missed the timing for the bounce. At some point I had to restart the game because I jumped toward the checkpoint followed by rocks but I didn't have the bombs yet. For the life of me I couldn't make it back. (But it was okay, I could quickly go back to that point.)

I found the punch a bit underwhelming compared to the sword. It took too long to charge and getting hit by an enemy wouldn't entirely cancel it, which was weird. But the final puzzle involving sending the bomb across was great and really hit that "ha-ha!" feeling you want in a metroidvania. Then the pillar came down on me and crushed me, which was also very funny.

Great job with this one, I really enjoyed my time with it!

Developer

Thank you, glad you enjoyed it! There were lots of things that still needed a sfx or vfx but I couldn't get around to adding them all in time. 

I agree about the punch, I wanted to make it a cool high-risk, high-reward type of attack, but none of the enemies justify using it. It can definitely use more time in the oven, as well as encounters that it'd work well against. 

For the mushrooms were you using the downward slash to bounce off them or trying to time your jumps on them? The latter is a bug that ended up confusing a lot of those who played, as I never taught the player about the downward slash or that it can be used on the mushrooms and enemies. 

Submitted

I was timing my jumps, ad I didn't know I had a downward slash. I thought the secondary attack was an upward slash that could be useful against the squids, though I never used it (instead I would jump and attack). Which reminds me that I wished I had a way to lock on to those enemies because they were easy to miss.

Submitted(+1)

Amazing game! Gameplay felt really nice although a little too sophisticated for me initially. Overall very smooth and amazing visuals. Thank you!

Submitted(+1)

Love the art and music, it looks so good! Sadly, I just don’t have the skills for the mushroom jumps. I got the teleport (which seemed really inconsistent on the range) and shortly after is the 9ish total jumps each getting higher where a teleport to get around a barrier. I managed to land on the second pillar twice, I tried for about 5 min then had to give up. My guess is either always bouncing, or jump buffering to make bigger window would have helped a lot (and bigger mushrooms). Minus the fail, I still enjoyed it and really appreciate gamepad support!

Developer

The teleport was the bane of my existence lol, it kept teleporting the player out of bounds, and my attempts at trying to fix it made it feel inconsistent when you teleport close to a wall. For that mushroom section, were you using the downward slash to pogo off them (intended solution I neglected to teach) or trying to time your jumps on them (this is a bug actually)? Also I don't recommend using the teleport on that section, I think it's easier without it. 

Thanks for playing though! 

Submitted

Ugg, sorry, I totally missed your tips note on the games page! I was doing the “bug” timed jump, which is obviously why it felt broken, and it was just not in the way I thought. Played again, smooth sailing from there, got to the end. I love the interplay of abilities and enemies, specifically the flying ones (trying not to spoil it for others).

I hear you on struggling to make the “fix” better than the initial issue, also curious what you tried and what didn’t work. My first though is the doing a shapecast directly forward and if it hits a wall, then it’s just a short warp.

Again, the art really pulled me in, and now the gameplay matches! (Any tips on lighting? I’m terrible at it! I can partly blame that I do compatibility for web builds but that’s like 10% of it.)

Developer

No worries lol, I didn't add the tips till after you first played it, and I really should have taught it to the player in game. 

For the warp I use a pair of raycasts and if either hits a wall it warps you to the collision point minus a short distance. It feels off cause I had to make the short distance fairly big to avoid clipping, and also because they collide with the rocks on the ground, which in retrospect I think I should just let the player warp through. A shapecast would probably work better though, I'll try that. 

As far as lighting goes, I usually use a default world environment and a straight down directional light (really dim for indoor scenes, brighter for outdoor scenes) that casts shadows if I can get away with it. I also like to place omnilights, or sometimes spotlights, of varying size and intensity with no shadows in places of importance or wherever it makes sense. Using textures to fake lighting can be effective too, for the walls here I use a repeating gradient texture I made in krita. Also for most materials I like setting the specular mode to disabled. 

Anyways thanks for giving it another chance and I'm glad you ended up enjoying it! 

Submitted(+1)

This was really well made! combat and platforming felt really nice.  got a little stuck at the last area but i thought it was really good and nicely polished 

Developer

Thanks! For the last area you use the fist arm to throw or punch a bomb across

Submitted(+1)

I really love the artstyle and the controls were all smooth and felt good. I missed that you could attack down so i was very angry at the mushrooms for a bit. In the end i sadly got stuck. I was at the big cliff with a breakable wall on the other side. I couldnt find any other powerups. The environment felt a bit samy to, i couldnt really tell where i was. But it was a neat little game, congratulations on finishing.

Developer

Yeah I should've made a tutorial for the mushrooms lmao. For getting past the cliff you use the fist arm to throw or punch a bomb across. 

Anyways thanks for playing and for the feedback! 

Submitted(+1)

ahhhh, i didnt even know you could pick the bombs up hahha, i treied to throw a flying enemy there and then pogo of them with the sowrd. sadly they lost their tracking and just flew down to the spikes

Submitted (1 edit) (+1)

This was suprisingly tight for a one-person 3D jam project. I hope you're proud!

I find the difficulty and metrics on the golden path mushroom stalk jumps too difficult too early. Makes sense if it's optional for extra stuff, but the precision asked is signficant and I couldn't keep up.

Developer

Thanks for playing! For that mushroom section, were you using the downward slash to pogo off them (intended solution I neglected to teach) or trying to time your jumps on them (this is a bug actually)? Either way you're probably right about it being too hard for a required obstacle so early on. 

Submitted (1 edit) (+1)

Sick, I didn't even know I could do that. Yeah, that's much easier. I'd love it if you taught me that by putting me in a room with no way out and a single mushroom with a cliff edge I could only reach by performing that move + tutorial text. I think part of the difficulty too is that the bouncing feedback implies that I can bounce higher with jump and that that is the correct way to approach mushrooms, when it is actually not. Mushrooms at least twice as big I think would also help. And teaching in a death-free area so I can get a feel for the mechanic before dealing with pressure. Also also, can I still perform that downward swing after getting the punch-y hands?

I'm super jealous you know how to make 3D games! I've only done a couple and my company needs to transition to Unreal sooner rather than later for 3D games. Alas! BucketHead first.

I think you're in a great position if you want to pursue making indie games. You could probably do some cool stuff with this game if you tighten up traversal and combat, deepen your upgrades, maybe deep dive on how Hyper Light Drifter handles those, then translate it into your context / in 3D. Your game reminds me a bit of Psuedoregalia in a good way.

Here's to the dream!

Submitted(+1)

The gameplay and animations for this one had a lot of polish! It reminded me of playing Mercenary in Risk of Rain 2. The concept of grabbing enemies with the fist arm and throwing them was pretty funny  I enjoyed it a lot!

FYI, I did find an infinite jump glitch by grabbing one of the flying enemies, swapping back to my sword arm in the menu, and then right clicking in mid air.

Developer(+1)

Thanks, glad you enjoyed it! I actually know about that bug lmao, kept it in cause I thought it was funny and mostly harmless for something of this scale.