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A jam submission

Seeking the Sky - Jam VersionView game page

Created in Metroidvanias Month 29,
Submitted by 508linx — 1 hour, 16 minutes before the deadline
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Seeking the Sky - Jam Version's itch.io page

Results

CriteriaRankScore*Raw Score
Metroidvania#82.7142.714
Sensory#132.4292.429
Overall#152.1432.143
Execution#171.8571.857
Enjoyment#181.5711.571

Ranked from 7 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Team/Developer
508linx

External assets
[Font] Origami Mommy - Tepid Monkey Fonts, BoldPixels - Yuki Pixels [Sound] coin-47904 by FatimaSalas94 (freesound) from pixabay, Timer01 - OtoLogic, ガラスが割れる3, 決定ボタンを押す49 - 効果音ラボ

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Comments

Submitted(+1)

Achievement unlocked "I knew someone would do that"... interesting entry a little too slow (especially as the dash is not obvious), and quite dark though I do like the concept of the lights and areas you can't see at all... I ended up in a tunnel where I was taking pretty much constant damage and I wasn't quite sure why (maybe there was something I was missing, or just couldn't see)

I hope you keep going on this, as the world feels interesting to explore

Developer (1 edit)

Thanks for feedback, and you do that :P
I already worked on speed and changing whole visual with little performance test,
( Edited on 23 Sep: removed screenshot and comment about ss, forgot to not post something not in jam version T_T )

Tunnel with constatnt damage maybe "poison", but the effect not work properly on web export, in this version.
I have clue but haven't tested, but It should be fixed on next update ( or on super version ? IDK )

Submitted(+1)

I can see a bunch of things here but it was very difficult to play.

Reading comments below, you said it’s supposed to be dark but the problem is there is so little contrast between the collision, background and platforms you can fall through. My monitor probably could use some color calibration but that’s why many games that are dark have a screen where they tell you to adjust until you can just barely see one image but not another.

I got to a laser puzzle and it was essentially impossible for me, I thought dropping down was broken but realized that some of the chambers to get out of the laser’s path were for the section below but I couldn’t tell which sections I could drop through.

The movement is very slow, I’m glad there’s the dash but I still think you should make the movement much faster AND make the world smaller, there’s so much empty space even when dashing.

There are several quality of life features, like if the player chooses to fall through a platform, that should reset the fall height. I found out the hard way by going down several platforms and dying from the fall. Personally I don’t like the fall damage mechanic but if you really want it, at least don’t punish climbing down quickly. Also gamepad support in Godot is super easy.

I got to some enemy that shot at me and I hit it and it just bounced up, it was very confusing.

I did like the character animation and health bar, having it filled with fluid is cool. Here’s a very simple mockup I did, adding contrast the collision surface, especially the ground, and making the droppable platforms obvious and the slightly brighter background makes it so much easier for the player to see. Hollow Knight is dark but every collision surface is a high-contrast lighter color and the backgrounds have many lighter elements to them providing the needed separation. Obviously great art is the best answer, but we can still take the principles and apply them in simple ways to make the game understandable.

Due to the challenges like the laser puzzle, I wasn’t able to get far but I can see this being interesting with some more time. Make games is hard, especially with jam deadlines but you should always be happy that you got something together at all, keep it up!

Developer

Thanks for detail comment. so I give you detail reply.

I had said it's supposed to dark but also explain this is not what I want to show, only can't do it in this jam deadline.
my real ( designed ) visual have higher contrast like what you explain, but still thanks for advise.
( no screenshot because I don't want to show so much not actual include in this version,  ) 

I have state out what I plan to improve movement speed on other comment, so I don't repeat that.
but want to explain more because your comment get the point.
the original level design is 12 x 9 screen map ( which is the width of start point to laser ), it's little small and compress, the density of whole map like current factory map right route exclude the short cut ( the upper map of start area, no empty space )
character movement is setting on that stage and I haven't modify it before this submission.
as what I write on game page, I found that design not make me feel like playing Metroidvania, so I try to redesign the map.
and this is the world what I think a Metroidvania should be, some empty space should not be a empty space but I fail to add detail.
indeed there have some empty space, which I just try to fill the gap between area, that is what I need to work on.
and my current plan is fix the density of area to make them more even and fit the new character speed. ( with real visual )
the world will not be bigger or smaller than current size. ( and some area may not have any change, except of change to real visual )

I will still go with fall damage, but maybe think about add different between climb down and free falling.
I do want to punish climb down so quick, but maybe reduce damage or not let player die on that.
thanks to point out your feeling.
and yes, Gamepad is easy to add, and I can add this every time ( design suppose to have ).
but there have coin, where I need to make a virtual cursor or something else to support that collection element to be functional, so it's pending.

that enemy have bug, the bug is I copy the data of wheel one and it got extreme high health like that.
and it jump up because you move close to him, not because you hit, I must cancel the jump while player hit them.
both enemy is more like in prototype state, haven't enough reaction and balance... ( also player attack motion is not completed )

maybe I'm not able to complete anything in jam deadline, but I will still get a try.
I want to make everything more pixel include the character animation and fluid animation, they are so "smooth" because I reuse some tech, but should make it after other main feature. At least after make the game more playable.

Submitted(+1)

The game world is too dark and the controls are not very responsive. Double tap to dash is quite difficult to manage, I would have put it as a separate key, or take it out entirely. The default move speed is too slow.

Developer (1 edit)

Thanks for response.

The game world suppose to be dark but... not something like this. black tile is collision tile not what I want to show, just... can't make it.
I also notice the control problem on clear check, but I forget to change after deal with other problem on last few hour.

and I still fail to include the sky animation in this version.

Submitted(+1)

I don't know if it's because of my non-standard resolution monitor, but the entire game screen only took up a quarter of the space it should have. But getting to the point, first of all, I recommend setting dash speed as the default, because after jumping, the dash resets, which is extremely frustrating and makes it difficult to move around. And that's pretty much all I didn't like. The exploration is interesting, there are a lot of secret passages (probably more visible at full resolution), but there's a bit of a lack of side things to collect, such as coins. Overall, the game is cool.

Developer

Thanks for response and recommendation.
Could you tell me which browser and OS ( and monitor ? ) are you using ? I would try to figure out why this happen.

I will change dash speed to default walk speed and add a key for "Walk" for tweak character position.
also find a way to add new and faster "Dash"  only for some difficult location.

And I appreciate you enjoy the exploration, it took me a little time to redesign the map.
( from original "Functional" one with 12 x 9 screen size, and this is all about why I fail to make any visual on this jam... )
There have 24 Coin ( I planed to have more ), 20 Health Extend, and 7 Gear ( only 5 in this version ) on the map.
Extend and Gear Collect by character ( which very noticeable on the map ) but Coin only can collect by Mouse ( and hard to see, once you hover them, they turn bright ), so I afraid you can't found them because of game screen problem.

Submitted

The resolution is 2560 x 1600, but I checked with 1920 x 1080, and it still didn't work. The browser is Opera, and the system is Windows 11. But now I've noticed that some things (for example, transition from the menu to the game) go beyond this reduced resolution, so there may be some UI scaling issue. I don't know Godot very well, but in Unity, the UI often breaks in the browser. Hope this helps!

Developer

Thanks, I think I know what happen and how to correct.

Submitted

This game is very promising, but sadly, it's not complete. Honestly, I can't play and rate it. Besides, the movement is very, very slow. and the game is very dark.

Developer

Only want to say it make me confuse after saw "I can't play"  and than I realise you can play but not willing to play.
You have right to not play and rate this game, so I won't say anymore.

Submitted

Ye, I play the game for about 10 -> 15 minutes, as the standard for a jam section. So, hope u can improve this game, and I will be happy to give it a try.

Developer

I'm happy to hear that, but I want to clarify my point is would you use other word instead of "I can't play" or just place it after explain in this situation, not try to arguing anything else.
it just made me anxious is there still have any non-playable bug occurring.