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Can't Stop! Won't Stop! (MVM30)'s itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Relevance to the theme | #3 | 4.538 | 4.538 |
| Metroidvania | #5 | 4.308 | 4.308 |
| Overall | #14 | 3.692 | 3.692 |
| Enjoyment | #15 | 3.615 | 3.615 |
| Execution | #16 | 3.615 | 3.615 |
| Sensory | #85 | 2.385 | 2.385 |
Ranked from 13 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Theme interpretation and application
Minimalist graphics (every tile and sprite has at most two colors), buttons (only three total, one of which is a menu), and sound (there is one sound effect in the entire game)
Team/Developer
The Great Gallus
Reference info
TheGreatGallus
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Comments
I think the idea of not being able to stop is really creative lol. I cheer. This leads to creative upgrades, which I can only appreciate.
On the sensory aspect the game was ok (there wasn't music, right?). Theme and metroidvania ratings are off the charts though, and considering this was made in 5 days I'm pretty amazed. Enjoyed my stay.
Enjoyment 4/5 - Really enjoyed this one. The fact that it was done so hastily and yet so well at jam's end is...well, a bit of a mystery to me, but impressive. The actual setup probably resulted in more frustration than anything. Really makes you grateful we can turn around IRL.
Execution 4/5 - Honestly solid. Not perfect but pretty good.
Sensory 3/5 - nothing bad, good communicative tiles, no sound/music until the end
Metroidvania 5/5 - Does the job. Probably more than does by jam standards.
Minimalist 5/5 - And quite minimally.
Great idea and great execution of it in 5 days! I’ve thought about a similar idea in the past but applied to 3d space, so cool to see it built out in 2D! :o The game’s tension shifts pretty drastically once you obtain the wall bump, is this a good or bad thing… I dunno? but felt worth noting. Some of my favorite platforming bits involved bouncing on walls. Love the little wolf guy! Also the game reminded me of Evoland in it’s progression.
Overall awesome work in 5 days!
5 days!!! that is crazy, given how well realised this is,
So many power ups each of which opened up the world beautifully and a great concept well executed, I did have to press the Y key a couple of times (once getting stuck mid slide another accidentally sequence breaking and not clear how to escape), and the map was most definitely my best friend to get all the enlightenments, but it was just a joy to play.
I really enjoyed this. So many of the powerups weren't at all what I expected to get, in the best way possible!
The idea is brilliant. At first I was a bit confused what is happening, but after getting the wallr rebound the game is much more "active" wrt. the gameplay. At first it would have been great to place more of the direction swappers, because making a tiny mistake would otherwise cause you to run across the map. What was very impressing is how "streamlined" the game is, in a sense that you clearly planned what the player will do in which order, which makes the exploration very rewarding. Good job!
This is neat! An autorunner Metroidvania is a cool idea. It was a bit annoying at first, but getting the wall bounce helps a lot, which is a nice feeling of progression. It helped a lot in subverting my Metroidvania expectations and keeping things feeling fresh, especially with the high upgrade density. There is a bit of jank (sometimes sliding can get you stuck in walls, walljumping off of one-ways feels a bit odd, overall kind of a lack of polish) but the core concept is solid, and I had fun getting all 7 enlightenments. Feeling more zen already…
Nice work!
Very fun! Really interesting take on the theme. Took me a while to get a handle of it (and at times I still hit walls that I "felt" like I shouldn't) but the way it all comes together as you get upgrades is wonderful.
Glad to hear that you enjoyed it, the theme interpretation, and how it all comes together!
Thanks for the feedback comment about hitting walls that you didn't think you should have. I didn't really get around to really fine tuning some of the game's aspects such as the character's collision, so it might need some tweaking down to be a bit more generous to the player and avoid any unfair feeling deaths. I will keep this in mind if I get around to doing improvements for the game post-jam!
Thank you so much for giving it a play!
Incredibly creative application of the theme and a really fun game! I don't really have a lot of deeper thoughts on this, the sheer quantity of upgrades was very entertaining and fairly impressive, and the movement and exploration managed to be pretty deep and engaging even under the two button limitation. Just a really impressive entry overall.
Thanks so much for the feedback! Glad to hear that you enjoyed your time with it! ^_^