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A jam submission

MetroidVits8View game page

Mini Metroidvania
Submitted by zatomeisis (@zatomeisis) — 1 day, 1 minute before the deadline
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MetroidVits8's itch.io page

Results

CriteriaRankScore*Raw Score
Relevance to the theme#413.4003.400
Execution#413.0673.067
Sensory#453.1333.133
Overall#553.0133.013
Enjoyment#572.8672.867
Metroidvania#802.6002.600

Ranked from 15 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Theme interpretation and application
i use the theme in the art and mechanics

Team/Developer
zatomeisis

Reference info
@zatomeisis (twitter)

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Comments

Submitted(+1)

I like the boss design, they both felt pretty fair yet appropriately challenging, and it was fun to try to optimize their damage windows, like by running ahead of them and holding up. I also appreciate that you can hold the attack button, no mashing required!

It’s a bit lacking in polish (stuff like no HP bar and lack of feedback, like other comments have pointed out) and with the lack of actual character upgrades, it’s not much of a Metroidvania, but it’s a solid action platformer.

Submitted(+1)

I liked this game a lot. The core gameplay and mechanics work very well, and with a bit more focus on Metroidvania-style map design, it could really shine. Great job.

Submitted

Very okay entry. I liked the world art you used, and the sprites were charming.

I also liked the different enemies you had, and the bosses were pretty simple but okay.

Sadly the main issue is that I don't think it's a metroidvania at all, it's a mostly linear game with basically no progression on your character, but that's just an issue as a jam entry, not on the game itself.

Other than that my only big complaint is that you probably needed someway of indicating the player's health

Submitted(+1)

I really love the design of the game, especially the bosses. Only one thing, I agree with the person in the comments, a bit feedback when damaging the boss would be great. Very nice and cool game!!

Submitted(+1)

Cool game. I like that everything feels sort of natural in the first place. I think though that Q is a strange key for shooting, but this is solely my taste. However: the first boss has a very strange design, since it is completely unlcear when the player is supposed to deal damage to it. Also a healthbar would have been nice. 

Other than that: solid game

Submitted (1 edit) (+1)

You are going to see a lot of focus on the boss fights here.

Enjoyment 4: Honestly not bad overall! I had one moment of what felt like nonsense, before the last boss portion, but decided to come back and see if I could plan around it. I could. The first boss felt challenging, but more punishing than engaging. Second boss was a lot better IMO. In the latter 2 phases (especially the 3rd phase) of the second boss I found myself having an easier time but also being more engaged and having more fun with it. I'm not sure if that means anything to you as a dev, but hopefully it points you to something.

Execution 3.5 (Rated 4): Control is solid. Jump is not variable which does play into the theme arguably, but variable jump would have been very helpful for dodging the boss and bullet patterns. I had no health bar that I could see, which seems odd since I was taking multiple hits before dying, and that is information that would be REALLY good to have--even if it might have felt less minimal.

Slightly finer movement might have also helped a bit here, but I think that goes more to enjoyment over execution.

Sensory 3: The visuals and music didn't do it for me on this one as much, but they convey what's happening in the world of the game, and they're workable. A little less minimalism on the audio would have carried the theme still, probably still to a 5 for me, without 

Metroidvania 3: There are literal keys (a sort of utility) and doors, and it's a platformer with an interconnected map--but the jury's out on whether that alone makes a Metroidvania. I would say no, but the category isn't a true/false one for a reason. I mean besides itch, so far as I know, not allowing that.

Theme Relevance: 5/5. This is a shining point I think and the flip-side and you did a LOT with a little. What I said above about the first boss, yes, but getting that much out of such a small set of movements and bullets is still legitimately impressive, to say nothing of their use elsewhere.

Submitted(+1)

My thoughts while playing the game:

  • No WASD?!?!?!
  • Looks good
  • music is repetitve but not tiring, the sound effects are good
  • a bit of height control in the jump would be nice to help shoot thing in ledges
  • no feedback on the boss life, it's kinda long and very repetitive
  • the boss gives only a key

I got to the second boss and had to leave, it was taking too long and I have somethings to do around the house, I got to the second fase but it feels way to slow to kill as I can only get one or two shots each cicle

Developer (1 edit) (+1)

thanks for the feedback, dont worry i just had time enough to make 2 bosses and no UI or upgrades this time

Submitted(+1)

Reminds me of Bobo robot by sokpop, the first boss took a hell lot time [spammedQ :D]

Developer(+1)

yeah, i took inspiration from bobo robot, i love sokpop games

Submitted(+1)

Excellent take on the theme. Clean art, pretty tight controls, interesting enemies and really REALLY good bosses. The two bosses were truly a highlight of this game, with interesting multi-stages that required to adapt strategy. Felt like a mini-silksong. 

If there's one thing I would have liked is an unlockable ability. Maybe don't have the weapon initially and have to dodge enemies until you get it, which also then allows player to shoot the green walls to progress. Utility-based progression :).

Either way, I had a blast with this one.

Submitted(+1)

Fun Gameplay, Good Bosses and I loved how the art relates to the theme, keeping simple and beautiful. :)

I think there's a bug with the first boss; one time when I tried to fight him, he didn't spawn, but when I went back a bit, he did. Maybe it's a problem with the trigger?

Developer

thanks for the feedback, yeah i think i make the collision area too small, so if you jump in the boss area you  avoid the trigger