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Mettle Mortar's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Metroidvania | #31 | 3.600 | 3.600 |
| Relevance to the theme | #41 | 3.400 | 3.400 |
| Overall | #51 | 3.067 | 3.067 |
| Execution | #53 | 2.867 | 2.867 |
| Enjoyment | #61 | 2.800 | 2.800 |
| Sensory | #69 | 2.667 | 2.667 |
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 focused on the "lifestyle" version of a Minimalist where you own less and make more out of it. Your abilities are the platforms you use to navigate the world but they can be used to solve the same puzzles in all sorts of different ways as well as the usual unlocking doors way. I also tried to incorporate some Minmalist art (the platform designs as an example) but only did so much on a short time.
Team/Developer
TigerCup
Reference info
toasterinbath@gmail.com - "themagicwalrus" on discord
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Comments
Your game has a lot of potential! I liked the ideas, but unfortunately I got stuck right at the beginning. After getting the platforming ability, I managed to float to a large door but didn't know how to open it, and all the doors were locked in the same way.
Some improvements I noticed in this short gameplay:
Increasing the movement speed would probably help; the character felt quite slow.
Maybe reducing a little the momentum of the character, it feels like sliding sometimes.
The platform idea is really cool, but I think it ran out of energy and I didn't know where to get more to use again, so I couldn't explore much.
Make it a little clearer what you need to do to open the white doors, because I didn't understand (maybe I would have figured it out if I kept trying, but unfortunately I'm short on time).
Overall, the game has a lot of potential; I loved the idea of the mortar and the platform!
Hey thanks for playing! Everything you need is in the pause menu. Being short on time means being short on tutorials so it’s all there.
Finished my first playthrough, I agree with a good amount of comments here so I won't repeat much, but I did enjoy it! I think the mortar weapon as like the main weapon is a decent idea, so it would be great to see that play into the platform/puzzle parts somehow and maybe focus on that, you had an interesting take on the metroidvania platformer formula and seem to have a recipe for a more methodical/puzzler type platformer if you leaned into that, like the weapon being a mortar you have to aim ahead, plan your moves and whatnot, maybe lean into that and somehow the abilities can plan into the mortars or modify the shot as it passed through or near it maybe. In any case there is some cool ideas here! glad I tried it, and thanks for hopping into my stupid the #dev2days thing, that was fun for me too.
Enjoyment 3/5: While the gameplay itself and the concepts in it were pretty enjoyable, everything felt unintuitive, and it usually took a while to understand basic uses for things. There's also some things that are only really vaguely connected, like the concept of the white platforms clearing white barriers, which took me a while to try.
Execution 4/5: Quite solid. The game achieves what it sets out to do, though it's a bit rough around the edges.
Sensory 3/5: While the visuals looked good and cohesive, most of the actions you can take in the game lack feedback and thus feel underwhelming.
Metroidvania 4/5: While the paths can be direct, it's a classic metroidvania through and through.
Relevance 4/5: It definitely fits conceptually, although its kept from being a 5 due to the fact that the game itself doesn't show it much, rather the description and some limited subtext.
Thank you for the feedback and carefully explaining your thoughts for each category! Im working on making things more clear and having feedback with each action as we speak!
The mortar as the core combat concept feels like it has a lot of potential, but for some reason just never felt like it clicked to me. Maybe it didn't feel like there was enough feedback on the hit, I dunno. I also found all the boss fights either incredibly easy (stand in a safe spot and spam shots) or incredibly difficult (constant attacks that felt almost impossible to dodge while actually returning damage), and regular enemies felt just kinda tedious to fight with their unpredictable movements.
To be clear though, I do love the idea of the mortar; and I love a cute gal with huge guns! I think with some work on that you'd have a really fun to play character, and that's before we get to the platforms.
It took a while for the platforms to click, but when they did they definitely felt like an enjoyable way to move around the space. Something about them always felt a little clunky or janky, but not so much that I was frustrated yanno? With a couple platforms available to me it was enjoyable to look at where I wanted to go and ask "how can I put these pieces together to get there?"
I'm not entirely sure how well the platforms and the mortar mesh together, but both are systems with a lot of potential that could become really excellent if you find out how to really marry the two.
Thank you so much on your feedback! I totally agree about the mortars, they need some work and that's a sign of my skill level. Fun fact, they actually deal more damage the longer they are in the air. With the idea being to attack from far away when you can and to use the platforms to get extra hang time when you have to be close. But that was hard to convey and while one of the bosses can be exploited with height (the lingering ancient) most people learn to strafe. In the end I decided that for the game jam all enemies would just pulverized by a few shots to avoid any frustration at figuring this feature out.
I'd love to hear your extended thoughts on why the platforms felt jank? I'm trying to improve how they feel and emphasize that them going through walls is a design choice.
Ooh, I didn't notice the damage increase - you're right, that sounds very compelling as a mechanic, and I'm looking forward to seeing how it gets developed on :>
As for the platforms... I can't exactly put my finger on it. If I had to guess, I maybe felt like I had difficulty placing them precisely? Even with the secondary controls for precise placement. If I get the chance I might swing back and give the game another play, let you know if I have any more defined thoughts.
Thank you so much! I already appreciate the feeback tons! I'll return the favor soon I promise! I'm suuuuuuuuuuuper looking forward to your game!
Overall a very cool game. While the movement and abilities feel a bit slow and I got lost a few times in the huge levels, using the abilities did become fun after getting the hang of it. Especially that mortar attack.
What stands out to me the most is the visuals. The levels and enemies fit well into the overall design. But the best part has got to be the character. Probably my favorite out of all the entries I've played. Huge ears + huge mortars is peak character design.
Thank you! The slow pace is 100% on purpose, I personally like playing games slow. The final release will be a little faster though, I want others to have fun, not feel forced to play the way I do.
I'm so glad you like the character and her mortars! It means a lot so thank you! And thank you for playing my game!
Very creative in the design of player abilities (that type of base attack was a first for me). The movement felt sloppy and hard to control, it made precise platforming difficult and sometimes frustrating. The controls being taught in an active manner would have been nice. I don't know if it was intentional, but there wasn't music on my side (I could hear the SFX though). The environment was nicely created, and the minimalist aspect was visible. Good job.
Hey sorry, would you mind explaining what about the movement felt sloppy or hard to control? The game is designed so that the platforms remove all precise platforming, or at least that was the intention, so I'm not sure where I may have messed up to make you feel that way.
No there isn't any music, I have no sound experience and did this all myself learning as I went. So I ran out of time and had to plug what free assets I could find.
I really like the idea of placing platforms, and the level design is pretty well thought out in how everything seemed to circle back in on itself. The only major issue in this respect is with the purple key; I found it was very easy to miss, as the nearby green wall naturally draws you in the opposite direction, and with the entrance to the purple key being so high up, it’s easy to just not see it entirely (looking for this area alone probably doubled my playtime, but I may also just be blind). Otherwise, I very much enjoyed the exploration aspect.
My biggest gripe is more so with the base movement and combat. The jump feels too floaty and the air control too low for the platforming to necessarily feel great, and aiming the attack forwards and back (on controller, at least) felt too sensitive. On top of that, having to stand still for so long to aim makes bosses frustrating with how much they spam projectiles, and basic enemies obnoxious since by the time the projectile hits the ground, they’ve already moved elsewhere.
Visually, the game is great, I quite like the character and enemy designs. The environments are also distinct with each zone having interesting landmarks to look at; I never felt lost in the sense of not recognizing an area I’ve already been to. Exploration was certainly a strength with this game.
Overall, well done on the visuals and world design, but the controls could have used a bit more time in the oven, I feel.
Thank you for the great feedback! I'll look into these for sure. I'll admit that the aiming is kinda wonky on a controller, its easily the most difficult code in the game. As for the enemies yeahhhh I got too used to them myself I should have seen how annoying they are!
Please! If you play the game make sure to use the Left Trigger to reset cooldowns! You do not have to wait the whole cooldown period! That's just there to prevent abuse!
If there is a way to do so on keyboard it is not listed anywhere and unfortunately it did not seem to work even after I plugged in my controller v_v
You need to hold the button down until the cooldowns reset. If that’s not working that’s not good! I’ll look into possible reasons.
on keyboard it’s left shift. I can’t access my computer right now but does it not mention that in the pause menu? My bad
it does work thank you! yeah unfortunately the pause menu does not mention left shift at all lol
I got to playtest for this game and really enjoyed it! While you play, you should look out for hidden frogs!