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A jam submission

Tunafall ProtocolView game page

Infiltrate Evilcorp Inc's research labs with your feline friend in pursuit of gravity reversing tech
Submitted by tbleazy — 2 days, 5 hours before the deadline
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Tunafall Protocol's itch.io page

Results

CriteriaRankScore*Raw Score
Gameplay#43.7714.000
Audio#43.7714.000
Overall#53.7714.000
Graphics#54.1254.375
Theme#83.4183.625

Ranked from 8 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Submitted

Outstanding platformer with a little metroid kick, I'm out of practice so I personally didn't get far but I have experience knowing the vibe of games from just painfully much years of playing stuff so, I got the message :)

Good job on this.  Gave you an itch follow, if you like the things on my page(s), consider doing the same.

Cheers!

--D

main website:

https://exedexes1.com/

Submitted

NOO!  NOT THE FISH!  Those evildoers have no mercy, do they?!

Fun little platformer, for sure! 19:38...  Probably could have done better...  Regardless, well done! This is a good Metroidvania!

Notes:

  • Pressing Enter while any popup is displayed has the main menu button still being clicked and popups will overlap each other.  If hit enough times, eventually all the popups stop working and the game freezes up.
  • GAH!  Got stuck right after getting the sliding upgrade.  Game locked up.  ;-;
  • Was forced to die in water because the wall jump needed to get back from that one switch proved too much.  The wall jump was unusually punishing.  
  • Might be easier if the player is allowed to hold down the same direction while wall jumping?
  • Spiked drop enemy has a weird pattern if you walk in and out of it's detection range...
  • Getting to the rocket ship was easy.  Getting out of the reverse gravity, not so much...
  • No means to restart the game?
  • We cannot rescue the fish? :(
Submitted

Oh god, the wall jump feels so… punishing. Holding an arrow to the wall side, but then jumping and switching direction midair gives very little jumping distance. Hovewer, I enjoyed this one. Wonder what those chunky computers that currently do nothing were supposed to be

HostSubmitted(+1)

Awesome little mini metroidvania with a really nice environment and objective storytelling. The dialogue helped a lot with staying on track and never feeling totally lost or wandering, I knew generally which way to go to get the next objective which was great. Loved all the powerups and environments. I think the very cool color palette of the whole world really gave an opportunity to make some of the enemies pop with a more red color scheme, they would have really been striking and clear. One of the ground smashers got me, kaizo-style, because I legit didn't see it at all blended in with the backgrounds. There were also some red herrings with the visuals, quite a few foreground horizontal lines that were not actually interactable. 

Like in the beginning, the grass line going across feels like it should be a "Castlevania" staircase, where you can stay on ground level without going up the slope. Likewise, the dotted line platforms convey "this is a Down+Jump type platform".


After the softlock, I restarted to speedrun it cus I was really interested to see where the story went! Until...the boss. I think I discovered something about myself... i *hate* reverse control mechanics. Going upside down to fight the boss was really frustrating. It was a combination of issues: First it seemed I NEEDED to crouch to hit his vulnerable spots.. which means holding UP while on a platform... but if you're holding UP and JUMP you'll do a SLIDE (straight into the boss and take more damage... AND lose your vantage point so you have to wait for another cycle). I was not coordinated enough to do all that and gave up lol. 

(+1)

Yea, I thought that ball was some kind of collectible and I spent a minute trying to get to it doing down+jump on the platform or trying to run past the platform 

Developer(+1)

Top-tier feedback here! I'm debating on whether or not I'm going to make a post-jam update for this game, but I think your suggestions here are spot on. I have a number of  player controller changes/fixes that I'm considering as well—I really wish I'd had time to implement those ahead of the jam release.

Thanks for playing and sharing your feedback!