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Tunafall Protocol's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Gameplay | #4 | 3.771 | 4.000 |
| Audio | #4 | 3.771 | 4.000 |
| Overall | #5 | 3.771 | 4.000 |
| Graphics | #5 | 4.125 | 4.375 |
| Theme | #8 | 3.418 | 3.625 |
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
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/
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:
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
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.
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
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!