Play game
The Last Silver's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Metroidvania | #9 | 3.857 | 3.857 |
| Enjoyment | #10 | 3.357 | 3.357 |
| Overall | #12 | 3.268 | 3.268 |
| Execution | #16 | 3.143 | 3.143 |
| Sensory | #22 | 2.714 | 2.714 |
Ranked from 14 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Engine
Unity 6
Team/Developer
Shakts
External assets
Music & SFX from OpenGameArt, credits are included in the game
Reference info
https://x.com/Zerith_66
Leave a comment
Log in with itch.io to leave a comment.







Comments
Nice work! I really appreciate gamepad support, it makes games so much more enjoyable for me. Echoing some other comments, I didn’t feel the need for the blaster, just melee all the time, and the hover sound appears to retrigger each frame it’s on and doesn’t stop when you’re done. One nit-picking detail, the ground textures looked like they had filtering one while the rest of the art was nearest-neighbor for crisp pixels so my brain kept struggling to “focus”. I would have liked to see the story more but I understand the jam constraints (and also failed to deliver any of my intended story).
I love the Megaman vibes! Nice game! Congratulations!
Turning around felt weird and inconsistent, sometimes my character would insist in staying the last direction I was in, even after forcing him to turn around. The game had a nice enemy variety and it was fun to just slash and fight them!
But some of the sounds are very repetitive to the point that it gets annoying. The hover sound specially loops too much on itself and its starts hurting the ears.
I was expecting a boss fight at the end of the game but sadly there was nothing :(
Good game tho, Id definitely play more if there was more to play! :)
Nice entry. You had a number of upgrades, and an ending. The robot was cute. I enjoyed it enough to finish it. Your music choices were fantastic! I really felt like I was in like an 80s Gundam-style game.
The enemies were a tad boring. Especially the green robot. And I spent a lot of time waiting for the purple ones to float to the top of ledges so I could shoot them. All my dying came from falling into spikes I couldn't see beforehand. Also, the gun was almost completely pointless. The sword was so much more powerful.
I found the wall kick especially frustrating when I got it. It took a lot of tries to get over that first ledge, and that was the hardest jump in the game. I also didn't see the point of the energy. It was really annoying to wait for it to recharge.
As others mentioned, the sound design could have used some work. The shooting snipe-only baddies were SO annoying because you could hear them all over the map and they were incessant, grating, and loud. The hover sound also seemed like it didn't have a beginning, loop and end so you could cut it off when the player cut it off.
You also had no deadzone for the controller. My character kept wanting to face left because of some drift in my controller. A deadzone would have solved that.
Despite the issues I had, I still had fun! Nice game!
Nice entry. You had a number of upgrades, and an ending. The robot was cute. I enjoyed it enough to finish it. Your music choices were fantastic! I really felt like I was in like an 80s Gundam-style game.
The enemies were a tad boring. Especially the green robot. And I spent a lot of time waiting for the purple ones to float to the top of ledges so I could shoot them. All my dying came from falling into spikes I couldn't see beforehand.
I found the wall kick especially frustrating when I got it. It took a lot of tries to get over that first ledge, and that was the hardest jump in the game. I also didn't see the point of the energy. It was really annoying to wait for it to recharge.
As others mentioned, the sound design could have used some work. The shooting snipe-only baddies were SO annoying because you could hear them all over the map and they were incessant, grating, and loud. The hover sound also seemed like it didn't have a beginning, loop and end so you could cut it off when the player cut it off.
You also had no deadzone for the controller. My character kept wanting to face left because of some drift in my controller. A deadzone would have solved that.
Despite the issues I had, I still had fun! Nice game!
Solid little game, I like the energy mechanic and powerups. Visuals are pretty nice though there were many long straight passages that made it hard to tell I was moving. Some additional details or background parallax might help with that. Also because the map covered very large areas and did not show any details it was a bit hard to orient myself. I would end up back in a room I had been to before (according the the map) but not really feel like "oh I am back here". I like the sniping mechanic, it feels good to try and get that off while being stuck in place. I do wish it was the same button to exit sniping mode, I kept trying to hit that. Energy was a bit frustrating with the wall jumps, they should either use less energy or energy should regenerate more quickly after hitting the ground. Waiting for it to regen if you miss a sequence of wall jumps feels bad, and I hit that imediatly on getting wall jump. Feels a bit less bad once you have some energy upgrades.
Mentioned by others but hover sound appears to be bugged, quite annoying.
I am not sure if I reached an unfinished end or a bug but when going to another screen I abruptly was put back on the menu screen. I feel like I had a lot more of the map to explore.
Fun little game.
The art is alright, I like the robot designs, they cool. Animations are a little janky tho, I'm way more of a "spam to shoot" person instead of holding the button, so my little guy was constantly flickering anytime I started shooting, and their legs also kept restarting the walk animation so they were kinda just sliding throught the floor when that happened. I also felt like the scenery could have used some more decoration, other than 2 different backgrounds for the 2 areas, the rooms thenselves have nothing to distinguish one from the other so they blend togheter quite a lot. That's also the level design's fault, there's not a lot of unique block formations or platforming challenges to be memorable. In fact, instead there are quite a worrysome amount of blind jumps, I could never tell wheter a path downward was gonna be the way to go or just a sneaky spike pit, and reacting with the wall jump is not even an option since the camera takes way too long to follow you down.
Audio works for the most part, but some sound effects are very questionable honestly... I don't understand why the hovering sound is so loud and why it takes forever to stop playing after I've already stopped hovering, and you can hear the eyeball enemies shooting constantly from anywhere on the room they're in and that does get annoying very quickly if you don't get out of your way to go kill them.
Also, the pistol is just so comically weak lol, I tried using it for a while but after some point I was just slashing everything meelee, wich is not necessarily neither a bad or good thing, but I thought it was worth mentioning.
The energy idea is... interesting, there's probably potential here, but the only thing that really uses it are the wall jumps and that's no good, there were more than one moment I had to just wait near a wall for my energy to replenish so I could finally climb it, and that's no fun. Snipe mode is also a very unique and creative idea, but I feel like the execution still needs some time on the oven, it's kinda way too sluggish for my liking and it just breaks the flow of the game, so I only used it to open the gates I needed it to, and to save my ears from the eyeball dudes.
It's still a solid entry tho, just needed a little more polish I'm afraid
Sniping, slashing and hovering. This game is amazing! Had a good time playing through. Nice work!!
The energy systems is a cool idea. I'd be curious to see that expanded on.
I had a hard time with projectile enemies in tight corridors as it seemed like my only option was to tank hits. What's the best way to deal with them?
Probably hit & run tactic using the gun, or snipe them once you obtained the snipe module.
But yeah, it is tricky, maybe I should have added a dodge mechanic
Ah! Okay, it was only the tight corridors where I had a hard time with them because I couldn't dodge their bullets. But maybe a dash that has iframes could be cool. Though that would require a lot of level design work. I got a little further this time! I appreciated your enemy and hazard variety. It was fun having to dodge a few different types of attacks at once.
Awesome, thanks so much :D
The sniper mechanic is really well executed. The cursor speed and range put a lot of pressure on positioning myself correctly to use it in combat, which it seems some encounters were designed for. The other abilities seem more one-off and I think the game would be better if the base gun were just removed due to how the melee was almost always a better option, but I wouldn't be surprised if another player saw things the other way around. My main criticism is that the sound was pretty annoying at points, such as the floating sentries that constantly shoot and the hoverboard, but neither feature was so present that I felt the need to mute the game. Good job!
Ah, sorry about the sound. I think it was a bug and I missed that.
But thanks a lot for the feedback