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MONKE's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Enjoyment | #1 | 4.412 | 4.412 |
| Execution | #1 | 4.294 | 4.294 |
| Overall | #2 | 4.338 | 4.338 |
| Metroidvania | #3 | 4.647 | 4.647 |
| Sensory | #4 | 4.000 | 4.000 |
Ranked from 17 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Engine
Godot
Team/Developer
netpro2k
External assets
existing images and audio were used. See game page for full asset credits.
Reference info
netpro2k
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Comments
I liked how the theme was implemented in this one! Starting the game only being able to move in one direction and slowly building up your toolkit from there was a clever idea. The art looks really cohesive as well. Some of the platforming felt a little punishing but the player reset fast enough that I think it's not that big a deal. I think this has a great sense of humor as well. Good job!
This was my favorite entry so far! The pixel, the music and the level design are all almost flawless.
I say almost because well, the 2 blatant AI art I found kinda put all of the other art in check, which is a bummer. Some stretched pixels here and there. But other than that the art was good.
The music was good and it didnt feel repetitive even tho it was just one song. But we could do with more options.
And the level design is by far the most interesting part. It is not easy to make good metroid-brainias, but this is a good one! Reminds me a lot of animal well. Has a lot a charm and it feels good to play through it. The only thing that could be better is that some pieces of the level design are very trolly xD like having a very short edge after the screen changes so that it is almost impossible not to fall.
I wish there was a bonus, a prize or a different ending when getting all the jams. :( Got them all but got nothing, or couldn't find it.
On the room with the boxes and platforms, if you don't make in time and the box falls on your head and pushes you inside the ground which soft locks the game. :(
Other than that this was a very pleasant entry! Cant give all 5 stars because of AI art. But you take the highest score so far!
Thanks for playing, and glad to hear you 100% it. I unfortunately didn't have enough time to implement a secondary ending, best I managed was just showing your total on the "end" screen.
Re trolly platforming. Hah definitely not intended, but I agree there are some spots. Since I didn't have enemies spikes were pretty much the only thing I had to introduce any challenge some segments are definitely a bit punishing. Thats why I had very non punishing respawn like you said. (no health or actual death, fast respawn).
And yep there is a bit of AI art. The intro/outro graphics were pretty necessary to get the vibe I wanted for the game and not something I was able to create or modify existing content for myself. I did modify the generated assets a good deal (probably made them worse in many ways because I am bad at art) but I wanted them to be in the same limited color palette and feel kind of gritty.
I absolutely loved the framing and concept of this entry. Starting right next to the goal but not having the ability to reach it and then spending the rest of the game looking for a way back up was genius. I loved how the map powerup was framed as "monkey remember". This entry had a strong Animal Well vibe, and I enjoyed looking for the hidden gems (got all but one!).
The visuals and SFXs were nice though I wish the spikes were a bit more visible. I also wish there was a bit more "coyote time" for your jumps. I sometimes had trouble with the swing not triggering and some weird velocity when jumping out of a climb, but nothing too frustrating.
I must commend you for having moving blocks and platforms working as well as they do here, though I got stuck at some point and had to reload from my last save:
Overall it was a really strong entry, one that felt like a fully-fledged game, so congrats! ;)
Thanks for the playing and for the feedback!
Several people have managed to get stuck by the blocks in that room. I was aware of the issue but didn't have a good solve and didn't want to remove the puzzle. I possibly could have tried t detect this state and reset the player back to the entrance as a workaround.
Super level design. Took me 3 or 4 sessions to beat the game. The upgrades feel so organic and useful! I'm not sure if I was solving puzzles correctly or if I was brute forcing them or cheating. I got confused at a lot of points but that was mostly part of the experience.
The main criticism I have is the sound. The jump sound clips every time. At least in the web build. And the music loop wore thin pretty fast. Having the music come in and out, or only play in certain areas, would have been nicer. But everything else felt good.
I would also like to highlight that I would never have beaten this game if it didn't save progress. It's not a rare feature but thanks for including that anyway.
Thanks for checking it out!
Yep.. Sound was the thing I put off the longest, especially music. I was unhappy enough with the music that I also added a music toggle hehe. I'm glad someone finally complained about it because I wasn't happy with it. Definitely want to work with a composer next time I do a game.
Art direction and concept are top notch. The puzzle room took me awhile to figure out but it was worth it. Nice job on this game!
Great entry. Solid, complete game. Graphics gave me a super Metroid feel. Liked the music. I didn't know Suno could do loopable music. Nice adherence to the theme. Loved seeing Godot used! I would really like to know how you do one-way platforms and allowing the player to drop through platforms.
I did not love the vine swinging. It prevented me from getting one of the dots because I just couldn't figure out how to not swing myself into the spikes. I wanted to like it, because I love the swinging in Super Metroid, but it just felt very punishing, even after it started feeling more comfortable. I feel like it would've felt better if the collision shapes were just a bit larger for when you could grab on.
I also hated that puzzle room. It was clever, but it was really annoying, and the skill level to solve it was a leap above anything else required in the game. It gave me a lot to think about, because I was thinking in my game, I should've put a build-up to the lock issue. I felt that another puzzle or two before that puzzle room to get the mechanics of riding blocks would've been good. Because it's the first pushing puzzle you encounter right after getting the push ability.
Still, overall fantastic entry.
BTW, was the end screen a reference to Jonathan Colton's song "Code Monkey"?
Thanks for checking it out!
> I didn't know Suno could do loopable music
It can't, I generated a few tracks off of the base track I had and then edited things together in audacity, I tried to find a part that looped reasonably enough and masked it a bit with some cross fading. Its definitely not a perfect loop I can hear it and it drives me a bit nuts but it seems not to be as noticeable to people actually playing the game. Finding music was really rough, I looked around a lot to find something that fit the vibe I wanted. Definitely something I want more capabilities on for future games/jams.
> I did not love the vine swinging
Yep fair. It's kind of tricky. Its also the only real dynamic thing I had to play with so I probably overused it fleshing out the level design. Its a timing thing, and often you need to not stay on the swing the entire arc.
> I also hated that puzzle room.
Yep fair enough. My original plan was to have many more puzzles but it turns out making puzzles is hard. This was the first puzzle I made that I could actually get to have a single satisfying solution. I only playtested it with 2 people, one solved it right away the other struggled but eventually got it, so I figured it was at an acceptable level. I agree though if I were making a larger game I would want to build up to this and teach some of the dynamics of the blocks outside of this room.
> BTW, was the end screen a reference to Jonathan Colton's song "Code Monkey"?
It wasn't but thats a good song :)
10/10
This was amazing.
It kept on giving!
The puzzle room took me ages to figure out, but was super happy when I got it.
Enjoyed it from start to end
Puts the FUN in funomenal! The only issues were the softlocking as mentioned in that one puzzle room (which felt great when I figured it out) and quality of life stuff that’s often hard to get in for jams, like fullscreen, pause and reload. Lots of great choices, like instant respawn and secret hinting and appropriate spike collision size. I love how you build up the basic skills, I love seeing nothing taken for granted! I had jump as an upgrade in the last MVM but you did it much better (same with Buckethead: Infinite). Keep up the good work!
Yeah the initial idea was that everything should be an upgrade. It turns out though its pretty hard to do anything interesting without at least left/right/jump so those are given out pretty quickly hehe. But it gives an opportunity to give a lay of the land and the initial room also forces you to learn about the hidden passages since you literally only have 1 button to press.
Great game! The swing mechanic is really fun, and the art is pleasant to look at, each environment feel unique and the challenges in each rooms are enjoyable.
Also, I especially love the ability obtained screen, that was funny
A question though, I'm a bit unsure, but for the climb ability, can it only be used on the green wall? I can't seems to get it to work on the other walls.
Yep you can only climb on vines. The green biome is fully climbable, but some walls in other biomes also have vines on them you can climb.
This game is brilliant! I truly felt like a monke while playing! The music was so calming and the art direction is flawless! I would LOVE to see more of this game!
I'm sold. Your themeing? 4/2.75 bananas. Me brain good. I love that you can't even walk at first. So good. Good backtracking design where when I return over that initial area, it's with the jump so it feels fresh. Nice mix of challenges.
Love it! I think this is my favourite. Got 15/15
Only some very minor collision bugs to note, and the controls didn't map to my Switch gamepad the best.
Really fun though - I enjoyed the secret hunting a lot
I liked the detailing on the background and the hints for finding the collectibles.
I found the controls felt a bit awkward. You start falling very quickly after releasing the jump button which made the jumps with spikes on the ceiling hard to time.
I had a fun time exploring the map. I found 13 collectibles.