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Pim's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Sensory | #26 | 3.667 | 3.667 |
| Execution | #30 | 3.267 | 3.267 |
| Overall | #31 | 3.387 | 3.387 |
| Relevance to the theme | #34 | 3.533 | 3.533 |
| Metroidvania | #38 | 3.467 | 3.467 |
| Enjoyment | #46 | 3.000 | 3.000 |
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
My personal interpretation of the theme was to use minimal colors and keep the worldbuilding short and small
Team/Developer
lemoan
Reference info
discord: justlemoan
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Comments
I don't think I have much to add that hasn't already been said; the visuals and sounds are fantastic, the worldbuilding is great despite (or because of?) how minimalistic it is, and the boss is too hard.
But I do want to talk about the boss, as someone who spent way too long on it, got very close twice, and still couldn't beat it. I don't think it's technically too hard. The attacks are all very simple to understand, and when the player is prepared for them they're easy to dodge. The main issue is that it's hard to prepare for them since the boss doesn't really communicate when and where it's going to attack. If you're going to keep working on this (which would be great), then try adding some kind of warning to the boulders and indicator that the boss will start charging soon before you tweak its stats or timing.
Also I think a down swing would have been a great addition since it would give skilled players an opportunity to attack the boss while it's in its charging state.
So, these ratings are gonna be a bit all over the place; sorry! I'm rating the first two categories out of order for banter effect.
Execution 3/5: Some slowdown, but really what hurts this as much as anything is the sheer amount of nonsense with the boulders and the dodging trickiness (and constancy) and the sponginess of the main fight the game offers. The game's other enemies being spongy doesn't help too much, but.
Enjoyment 4/5: FOR ALL THAT, I'll just say, as you (lemoan) know I took video of me fighting the boss to show you as feedback, and it lasts about 12 minutes, about 10 of which are actually fighting the boss. And at the start, I claim it'll only be about 5 minutes of attempts. Some of that was me trying to be sure I was critiquing fairly, but on some level I was finding excuses to try again and I think that speaks well of the project.
Sensory 5/5: This may be the single most charming entry in the entire jam and a lot of little touches really help.
Metroidvania 3/5: This is a platformer (check) with a utility ability (check) allowing you to beat the boss. (Narrator: He was unable to beat the boss, but had understood it from others to be the effective end of game.) For all that though, as-is it is pretty linear; there's not much in the way of exploration-aesthetic.
Minimalism 5/5: So much with so little. GG.
Honestly if a fuller version of this showed up in MVM Super Edition #30, you would not see me complaining.
Is all this original work? The music and the visuals are really nice. That boss theme was great. Obviously have some things to tweak as people mentioned. I stuck with it until the end though, which is a testament to the quality.
Yes, all the sprites, animations and music are original! 3rd party assets (with some exclusions) aren't allowed in this jam as far as I understand. I'm very happy to hear that you stuck till the end and completed the game! Thank you so much for playing! :>
Awesome. Yeah, good stuff. I would happily play a larger version. And yeah the music is especially great!
I really liked all the art and animations you made, and the sounds and music were pleasent.
Very short but it was pretty polished which was nice.
I think you could have made the death transition a bit faster, like many others said and the boss was a bit hard for what it was (I think the rocks were just a big too big and fast falling, so it was basically chance if you were going to get hit or not)
Thank you! I will consider shortening the length of the player's death sequence if it's too long, however you're absolutely right about the boss being too difficult! The rocks seem to fall a bit too fast to be able to react/dodge in time.. In hindsight I should've had someone playtest it during development 馃槄 I'll be sure to tune and update the boss fight on future builds! Thank you so much for playing :>
Probably one of my favorite games from the jam so far. I was a really big fan of the general presentation, having a separate track for the boss was really nice. It feels really good to play and I didn't run into any bugs or jankyness it was very polished. Everyone has already said it but I did find the boss to be a tad frustrating for a first boss tho lol, toning it down a little would be really nice if you plan to continue working on this.
Beyond that this was an outstanding short and sweet experience. Also I'm very fond of the bunny protag, the ears bobbing in the walk animation is super cute.
Thank you so much! I'm glad you liked it! I will most likely be changing the boss on future builds, considering how multiple people have found it a bit frustrating 馃槄. Thank you for playing!!
Awesome game! I was getting a ton of lag on the browser version, but I switched to downloaded version which worked! I love the monochrome art and stuff, it's awesome!
Thank you so much! Sorry to hear that you were experiencing issues with the browser version! Some machines seem to encounter framerate drops with one or the other. I'll look into it after the voting period. Thank you so much for playing :>
the art is so good, the amount of animated details it has is really impressive
Thank you so much! I spent a lot of time on them and I'm really glad that someone appreciates how they look! Thanks for playing :>
I really liked the game, everything about it, but my only complaint is that enemy attacks cause a lot of damage.
All the enemy attacks and hazards take off 1 point of health, are you saying the player should start off with more health or that the enemies should deal less damage (half a heart)? Thank you for playing :)
i prefer if player have more health to stand more time, but it is not something you should do, each game have its own style.
Nice game, I loved the graphics, and have some nice narrative there, I hope to see more of it, i`ll make a little review of it on my YT channel.
Just one thing I have to agree with Zerschnetzloar, I hate rocks now. maybe if the hit point of the rocks was only in the tip, not in the sides. but overall it was a great work.
I have to agree with Zers too! The rocks definitely fall too fast to dodge in time and it can feel unfair since their spawns are randomized. But thank you for the feedback and for playing the game! Feel free to share the YouTube video here when it's uploaded!
Starting with the 16th December 2026 I hate rocks.
But nice game otherwise.
But the rocks were simply following orders!
Jokes aside, I will be tuning the boss fight a little better on future builds and I apologize on behalf of the rocks haha. Thank you so much for playing :)
Wait: is there any pattern behind the rocks or are they random? Because for me it was like: "I think I found a pattern, ... (rock hits me), ... well it seems to be random"
They are randomized based on predefined points at the top of the arena 馃槄
Oh, okay, that explains at least why I felt like that some spots were more dangerous than others.
This is very neat and polished! Big fan of the 1-bit style (even with alpha layer cheating ;) ) and low resolution that still manages to get a really nice and unique vibe across. The character feels nice to control too, it was satisfying when I got to use the sword鈥檚 air stall to my advantage. I wasn鈥檛 a huge fan of the boss fight, when I beat it, it felt like it was largely due to getting lucky with the rock RNG, it can be really mean sometimes. Still, I had a good time with this game, I enjoyed the little details like the rustling grass when you walk over it.
Thank you for the compliments! I have to agree with you on the rocks haha, they definitely feel a bit unfair especially during the second phase when winning is almost entirely defined by the rocks' spawn rng. I'll definitely take this feedback into consideration for future builds. Thanks for playing! :)
Loved the game. The first boss took a lot of time.[The screen transition is a bit jittery which i assume is due to the game engine used or maybe my laptop] Overall its a pretty good game.
Hi, thanks for letting me know about this! Turns out, if you're getting a low framerate, the screen transitions will also be slow and jittery since the engine runs the code per frame. The game will be updated and optimized after the jam. Thanks for playing :)