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Rollin In The Valley's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Metroidvania | #96 | 2.201 | 3.000 |
| Enjoyment | #109 | 1.782 | 2.429 |
| Sensory | #109 | 1.782 | 2.429 |
| Overall | #109 | 1.803 | 2.457 |
| Execution | #113 | 1.468 | 2.000 |
| Relevance to the theme | #116 | 1.782 | 2.429 |
Ranked from 7 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Theme interpretation and application
We tried to keep the player inputs to a minimum. Our art direction also went with an environment that would be low on props and foliage (although it's hard to see because we couldn't do much set dressing for this demo).
Team/Developer
Nuke (nuke_t) , Kantalope (k_a_n_t_a_l_o_p_e) , Livio - Composer (livseg)
Reference info
nachotubio2007@gmail.com
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Comments
Lots of promise here! Needing to swap between rolling and moving normally makes for an interesting challenge - I'd love to see what some more time in the oven could do for this concept!
And maybe a bit more limitations on how often you can swap forms? Maybe only while grounded? It was tricky sometimes to know what was an intended solution vs what was me just sorta mashing my face on a problem until I somehow got past it
Mainly I'm just delighted that I wasn't the only ball-rolling submission to the jam!
Thank you very much! I agree that I see a lot of potential here with the player character. I'd love to keep exploring the relationship between the more classic movement when you're walking around and the physics-based movement while you're rolling around as a ball.
The idea of limitations is a good one, but I feel like I want to play around with different level designs in order to see just how broken (as in powerful) the player is and whether those limitations would add to the experience. Some, like adding a cooldown to the ball bounce, were and instant addition. But it might be ok for some things to be spammy. We'll have to see where the game takes us!
Thanks again for the review!
The roll mechanic was interesting. I like how you could turn into a ball and bounce around to gain extra height. The grapple mechanic felt a little buggy at first until I realized that the grapple target is the center of the screen. It would be helpful if the target were visible at all times or if there were an auto-target feature. Once the grapple works, it's cool to gain additional height & speed. Adding character animations would enhance the polish of each ability. Overall, good job and congrats on submitting!
Thanks for writing! It's true that the grappling UI needs improving so that the player knows that they are aiming at all times. I think it could be shrunk or made more transparent while a target is not currently being aimed at, so that there is also a way to communicate to the player that they are currently aiming at a grapple point and that they can now grapple to it. I'll look into improving that. Auto-target or a target lock-on would also be nice features to help make grappling around easier.
Thanks for the review and for the ideas!