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Small Dreams's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Relevance to the theme | #7 | 4.286 | 4.286 |
| Overall | #11 | 3.771 | 3.771 |
| Execution | #15 | 3.619 | 3.619 |
| Metroidvania | #17 | 3.857 | 3.857 |
| Enjoyment | #17 | 3.524 | 3.524 |
| Sensory | #30 | 3.571 | 3.571 |
Ranked from 21 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Theme interpretation and application
The game is minimalist as in I tried to reduce a metroidvania as much as possible to its essentials, having only one mechanic for progression that expands exploration. Also tried to be minimalist with the art style by having simple graphics with a reduced color palette, no ui or text.
Team/Developer
Panterita
Reference info
leahmichi on discord, panteritadev.bsky.social on bluesky
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Comments
Very cool!
I couldn´t complete all the demo cause I got a nasty wrist cramp, but I'm leaving my review with what I played. Collected 3 of the main orbs.
Overall I enjoyed collecting the bullets and how I could use them to progress. Some sections were difficult but manageable once I got the rhythm.
The bullets propelling you upward or backward were an interesting mechanic, but I had a really hard time controlling them. I was using keyboard, and my brain couldn´t quickly connect button inputs for some of the harder challenges (an input example for a challenge I remember being Z-X-DOWN to jump & shoot down, followed by LEFT OR RIGHT and X to shoot yourself backwards, and then another Z-X-DOWN to propel yourself up again, all of this followed by LEFT OR RIGHT inputs to steer yourself mid flight).
Maybe it's easier with a controller. I might try again with it once I get my controller back.
Also...CUTE CAT SECRET ROOM 100000/100000 (Does it have a name :o?)
Really liked it, but sometimes it was hard to distinguish walls from backgrounds. Everything other than that was great!
One of my favorite entries so far when it comes to theme interpretation. The shooting mechanic does a great job creating a sense of progress and player power, not to mention the sounds and feedback make it very satisfying to use!
I'm a big fan of the visual style and the music as well. The art might have seemed simplistic at first, but I was very impressed with the way it managed to paint different biomes with such a limited palette. The complete shift in tone and ambience in the dark zone was one of my favorite parts of the game. I also adore the main character and the little room we start and end in!
The difficulty ramped up quite nicely over the course of the game. Some parts were pretty tough at first, but it was satisfying to get to a point where I could zoom through parts that used to give me trouble, and the snappy controls definitely helped. That said, I gave up pretty quickly on both of the bonus rooms (and did also encounter the softlock near one of the secret flowers).
One thing that I felt was missing was a straightforward fighting section or two, since for all its versatility and how powerful you feel with a bunch of upgrades, you don’t actually get to use the shooting mechanic against enemies much! Though I guess the moving crystals could kinda count as enemies? Either way, it’s just something I thought could help tie the game together, but of course a more puzzle-oriented game is perfectly fine too!
Regardless, a super fun and memorable game with a distinct style, great controls, and I’d say a perfect implementation of the theme!
Thank you for playing it and all the nice words!
It's completely fine to not do those bonus rooms, they are completely optional and I made them way harder on purpose, only beating them once to make sure they are doable. I'm happy enough that some people are just finding them!
And I thought about enemies, maybe at least having like a boss you shoot down, but I did decide to no have any just to keep on the minimalism theme (in that case just basically having 1 type of enemy/hazard). I did have a couple of ideas for rooms where you would have to shoot them a bit more but didn't find where to fit them nicely. Despite that I've seen a couple of people shoot down the hazards in order to find solutions to some rooms that I didn't expect to, so i'm satisfied with that.
And I'm sorry about the softlock at that one checkpoint, I kinda rushed those secrets on the last day so that issue got through, I already have a version with it fixed that I will upload once the rating period ends.
Fantastic. You get so much value out of that single powerup. The game was pretty hard for me. But because the orange orbs can substitute for skill, it just meant trying a different route and coming back later.
SPOILERS:
I unlocked the last blue orb I think but then I jumped to a ledge with a flower and got softlocked in a respawn point somehow. There is a red arrow on the screen where I'm softlocked. I don't know if I'm actually supposed to be here.
I will probably replay this at some point since I didn't see whats behind the blue orb pentagon thingy. And I want to know what the green orbs are about.
Also I loved the fake out in the dark corridor.
Thank you for playing and for liking it!
Sorry for that bug getting you locked, I already found what it is and have it fixed, just can't upload the fix until the jam ends.
i really enjoyed playing and dying in this one!! hehe definitely one of the most minimalistic game in this jam, it was very well executed. really liked it all, it feels GOOD to control the character and use its ability to progress through the map, which was challenging, but with a little patience everything works out. congrats, it really is a great game! (loved the izutsumi pfp btw
Thank you!!
Great level design, challenging but manageable platforming, multiple uses of one ability, good placement of checkpoint. All in all great game.
Thank you for playing it and for the good words about it!
Really great entry! I like your use of the theme for the mechanics specifically, just the one ability. Nice atmosphere, a little eerie. Moving and jumping felt good to me, the precision platforming was difficult but manageable. And it was a good choice to have very frequent checkpoints ( though I guess you had to anyway to refresh your ability lol ). I wouldn't have minded a map, but I found my way eventually. Great work!
Thank you for playing!
I did try to design it in a way it should be easy to navigate without a map, to add to the minimalist part of reducing stuff added to the game, so it's good that you managed to find your way around!
Finally a game which is not (only) minimalistic, but there the player is the minimalist! What I enjoyed very much about this jam entry is how you utilized shortcuts. Also it is perfectly fine that there is no map for two reasons:
1. The world is build circular with this little thingy in the middle showing you that you should collect all those orbs
2. Due to shortcuts the player does not need to "play" with a map. (Something which is always weird in modern games like GTA, that they are designed in a way that the player plays the minimap and not the game based on his intuition)
Great game. Be proud of it!
Thank you for playing it and the nice words!
Enjoyment 4/5: What can I say? I had a good time. Pretty delightful overall.
Execution 3/5 rounded to 4: No major technical issues that I can see and feels pretty well- designed and fair all-around.
Sensory 3/5 rounded to 3: The visuals are basic, but convey their meanings. The backing track is long enough to not get repetitive, and sees a small variant
Metroidvania 4/5: Taking just one power and turning it into what feels like 2.5 powers is pretty great.
Minimalism: 5/5 Pretty on-point TBH. Especially the use of the powers. You pulled off the no UI or text thing pretty well, too. Not only am I not complaining now, I also wasn't noticing, or bothered by that fact.
I'm sorry if these comments are a bit more 'minimalist' than some of my others; I played this a bit ago night mistakenly thinking I had it in a queue, then it was gone when when I came back!
Thank you for playing it and for the feedback!
Very well made game!
The level design was great, and kinda reminded me of Celeste for some reason.
My only issue is that it could occasionally be difficult to tell walls apart from open spaces in certain areas.
Thank you!
And yes, trying to keep the colors I used to a minimum made it so the background sometimes popped out too much. I tried to minimize that but could have done a better job in some parts.
Abshawwwlute ragebate!!!! Died a lot...I mean a LOTTTT.....Genuinely Loved the game and the level design and the art style, [my eyes hurt seeing all the WHITEEE!!!! JK]
Thanks for playing it and for the kind words! Happy you liked it!
a fantastic entry... I saw the same softlock as was mentioned on the main game page just after getting 4th red bullet.... I assume there is still a lot of game left after that, but I have a feeling if I tried to get back there I would just end up dying again before escaping that area.. (as it was number of attempts as opposed to skill that got me there in the first place) loved it till I reached that point though.. hard but not to the point that stopped me wanting to keep going!
Thank you for playing it! It's not really a softlock, in the room where you get the bullet you can climb up and exit, but I guess I didn't make it clear enough through the level design, so that is my fault.
But i'm happy you enjoyed the parts you managed to get through!
My stupidity then (not the first time), great entry
It happened to 2 people so not your fault lol. I did make a small update to make it a little bit more noticeable, so thank you for pointing out!
This is awesome! I love the ability, the precision platforming was a bit much for me, but that's just a skill issue lol, you did good executing what you were going for!
Thank you! Yes, the platforming may have been a bit too hard for a jam, and this is after I toned down the difficulty after I had someone play it before submitting
yeah, I always have the same problem with jams lol, so I try not to take difficulty into account for ratings.