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A jam submission

OnmyodoView game page

metroidvania month 30 entry
Submitted by Tisumii — 25 minutes, 40 seconds before the deadline
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Onmyodo's itch.io page

Results

CriteriaRankScore*Raw Score
Sensory#522.9823.400
Metroidvania#533.2453.700
Execution#632.7193.100
Overall#742.7363.120
Enjoyment#752.5432.900
Relevance to the theme#1012.1932.500

Ranked from 10 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Theme interpretation and application
My Idea for minimalism was to create simplicity in controls and gameplay. For the player it was less separate actions in input. And For combat my idea was to create simplicity by giving each enemy a single attack that can generate threaths when in group of differents enemies

Team/Developer
Gabriel

Reference info
gabrielcoelho (Discord)

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Comments

Submitted(+1)

Presentation for this is really good ! I love the aesthetic ! The main character and yokai designs are inspired and well animated. My only note on the presentation would be that the music could have been a bit louder though. 

Control wise, this is actually fairly solid. My only note would be that there is no jump buffering. Good work on implementing coyote time though.

There's a lot of potential here, but I feel like the level design is a big weak point of the project. The set dressing for the level design is great, but the actual gameplay of it is not very interesting. First of all, the world is too big. The sprint ability feels like it should have been the default run speed and even that feels too slow. As such, things are very spread out which results in many negative things: enemies aren't a threat and can easily be avoided; it takes a long time to get anywhere to explore and find abilities (finding abilities in metroidvania is what makes the player want to keep going); etc. The size of the world means the player will more easily get bored if they can't traverse it fast enough. My next critique would be regarding the fact that the platforming challenges are not very interesting. There is a lot of repetition in the platforming imo. 

Despite all of the above, there's some inspired world design stuff though. For example, the ability hidden in the well was quite neat.

Side note: I do not feel like the minimalist theme was very much used in this entry.

Overall, I think there's potential here: you've nailed the vibe/aesthetic and the controls are fairly solid. Now, you gotta work on making the level design more interesting. Good work !

Submitted(+1)

If I had a nickel for every game in this jam where I had to fight a chochin-obake, I’d have 2 nickels. Which isn’t a lot, but it’s weird that it happened twice.

There’s potential here for sure! I see you’ve already done a lot of self-reflection about things you could’ve done better, and your thoughts actually align with mine pretty well. It’s good to think about what kind of game you want this to be, if you do want to keep working on it.

One thing I noticed at some point in the game, was that there’s very little point to actually fighting enemies. They are quite slow, and the rooms are huge, so it’s easy to run past them, and there’s no reward for fighting them. It might be good to have HP drop from enemies (and at save points?) instead of regenerating, or maybe just having some locked arena rooms to force the player to engage with them. I also got lost a bit at the start, as I mentioned in the Discord, because there’s quite a few immediately interesting places (the rocks, the cave, the spider web, the path back) put onto the player’s mental stack before you get to interact with them, making the only actual intended progress path (the well) easy to miss.

Very stylish and cohesive game for sure though, could be something special with more polish and content!

Developer(+1)

Thanks for the feedback.

Unfortunately the overral gameplay desincourages the player to actually fight enemies, beacuse there is no rewards, and is not that fun in itself. I feel like that trying to encourage the player to fight is always a better solution than forcing them fight. Not that it is an easy design to make by any means.

Checkpoints not being actual locations, and just abritary positions also make the flow a little bit confusing. for the area to get the dash, i actually like the idea of the path not being so direct, but also at the same time it could be shown better.

Thank you for playing!!

Submitted(+1)

I had a great time with this game and I honestly think you should give yourself more credit! Visually, it's definitely one of my favorite 3D entries I've reviewed so far. I also don't know if I'd agree that it's "too Pseudoregalia," because my first comparison was actually to Dark Souls, with the overwhelming sense of loneliness and a more methodical pace of exploration.

The atmosphere is top-notch, and while perhaps unintentional, I think the scarce enemy placement actually adds a lot to the desolate and haunting mood. The only area that truly struck me as "too big" was the big cave with the spider webs and electric generators, and I think it was less so the size itself than the lack of landmarks. (Personally I don't think large areas are necessarily a problem, but large areas with not much interesting to look at may be a problem!)

Aside from the atmosphere, I think the player character is definitely the biggest highlight of the game. I absolutely adore the design, from the helmet and the clothes to the weapon, and I think the movement, the animations, the combos, and the sense of feedback from hitting things, are damn near perfect. The only thing I'd perhaps change is making the dash a bit faster and more "punchy" - but even then I'm kinda torn on that one, because I think the somewhat restrained movements play into the idea of being just a regular person with a bit of training and a bit of magic power, as opposed to some kind of a godlike ninja. Also, I guess due to the time constraints, it doesn't seem like buffing your weapon has any effect on combat?

I think the enemies are cool enough and they fulfill their intended roles well, although the kappa do feel like they duplicate the job of the lanterns a little bit. I know this probably wasn't possible with the time limit, but if you decide to work on this further (which you should!!!), I think the kappa could do with a more "annoying" moveset to fit their mischievous lore. For example, pushing you away if you get too close, or being able to dodge out of your combo and punish you with a quick throw if you get too greedy with your attacks.

However, if there's one thing I think could really tie all the different enemy types together, it's a tanky "bruiser" style enemy. Think Infested Barbarians from Dark Souls: scarce, hulking, close-to-mid-range, manageable when alone, but potentially lethal when surrounded by lesser enemies. Again, not something that was plausible within the time limit, but definitely something I'd love to see in a future version!

Either way, if I haven't made it clear yet, I really hope you continue to work on this game! While other games I've reviewed may have been built from the ground up to be a short experience, or you could tell where the developers ran out of time, I think this game felt the most like a "demo" in the best sense of the word, because it left me wanting so much more. The whole time playing, I had this persistent feeling that a far bigger world could be hiding just behind the corner - and I hope one day, that world can become a reality!

Developer (1 edit) (+1)

Thank you so much for the feedback.

What i meant by being pseudoregalia was my direction till like a week before the end of the jam. I had some more movement upgrades that i felt dit not fit how the game was played, like the slam jump from pseudoregalia.

I also feel the styling and overral theming was the best part for both the character and the enemies. My ideas for enemies had an exactly enemy as you said it would be and red ogre (the tanky one with slow attack), a a spider summoner variant, and spiderling that act more as crwd control slowing. But in the end i did not have time

I also really wish, i had invested more time by going after proper sounds and ambiance. It would really make the locations shine.

But again, thank you so much

Submitted(+1)

My fellow yokai enthusiast! As expected, I really enjoyed the look of your entry. The N64-like artstyle is well done and immediately pushes my nostalgia buttons (though the SSAO does detract from the look a bit). The enemies are great, including their animations. I loved the Kappa grabbing rocks from the ground, that was a nice touch. Though I felt the player's animations were a bit stiff and combat lacked impact.

Otherwise the game was intriguing, but the environments are way too big. I got very lost in the cave beyond the marsh. It was all long stretches of nothing that took forever to walk through. At some point I unlocked a shortcut to the first cave but I did not identify any other way forward, or any powerup to justify being here, so I went back to try other paths but it was just too tedious. (Also, there's no collisions on houses in the village, but you probably already know about it.)

I love 3D Zelda-likes so I will be curious to see where it's going if you chose to keep working on it after the jam ;)

Developer (1 edit)

Thank you for the feedback, I also felt the areas were to large, but since i remade the map close to 7 times i just got it to good enough.

For the are that you got locked, at the bottom of the first cave there was a cobweb wich could be burned to get the last upgrade.

For the houses it was a naive mistake during hte import of meshes

Thank you so much for playing

Developer(+1)

For more context on my entry and the lack of things I wish to talk about: as you play through the game, you can directly notice:

A lack of multiple sound effects, ambience, and music

Poor enemy placement and limited variety

UI that could be improved

I believe I managed my time rather poorly for this jam, even though I was fairly organized in terms of tasks. Another issue I noticed is that, despite having a lot planned, I was trying too hard to be Pseudoregalia without fully understanding why I wanted that direction. In reality, my vision was closer to a Zelda-like experience in terms of gameplay.