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A jam submission

SUPER MX RUBINEView game page

A super short metroidvania starring a robot bee
Submitted by tirkaroKujo — 3 minutes, 2 seconds before the deadline
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SUPER MX RUBINE's itch.io page

Results

CriteriaRankScore*Raw Score
Sensory#94.0004.000
Enjoyment#343.2673.267
Overall#423.2273.227
Execution#453.0003.000
Relevance to the theme#632.9332.933
Metroidvania#672.9332.933

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
Super FX art style

Team/Developer
tirkaroKujo

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Comments

Submitted(+1)

This was a REALLY good one! The music was banging! I'd love to get a link to download/support it! Loved the combat combo system, simple enough for casual players to figure out something that might be better for a situation but also experts to use whats best to optimize their time in a run of a full version. I did get irked a couple times in combat when my player was committed to a direction in a combo and then the enemy jumped away, so I felt like a jerkoff swinging in the air until it was done, but thats the whole learning curve with attacks and enemies lol It felt very slow at the beginning with the long hallways, the dash was a big intention of the movement so once I got that it felt great. The wall jump was an awesome feeling, but sometimes I noticed I would just not go up and would plummet back down, not sure if I wasn't getting the timing right or a cap on how far you can ascend with it, it seemed to randomly not send me upwards though so idk Also, I think the Super FX art style was hit-or-miss in some spots, I couldn't tell if it was just shadow or a hole in the ground, and some things like those ruined cars did not match the FX style and stuck out a little bit. I think it can work with a little bit of tweaking

Shoutouts to Jerry's Prairie and Dairy (Formally Ricks)

Submitted

Enjoyment 3/5: while I REALLY wanted to love this, there were several issues that tanked it completely - the game-breaking bugs mentioned in the execution section. I love how the attacks form a fluid combo and how flow-ey the fighting is. That said, the enemies felt interchangeable and didn't present unique challenges.

Execution 2/5: when I first started the game, this was sitting at a solid 4. The only reason it wouldn't be a 5 is because when I was playing, my mouse was not locked into the window, and kept dragging over to my second monitor while I was fighting, which caused several issues. I also had to manually reset it to the centre every few seconds. However, when I unlocked the dash, pressing E did nothing. Upon restarting the game, I found that choosing to continue instead of make a new game would freeze the program, meaning I had no choice but to restart. I left off here. 

Sensory 5/5: the game looks absolutely gorgeous. The retro pixelated environment fits perfectly with the vibe, the music, the sound effects, and even the way the character looks. Combat and movement both felt responsive and controlled, very graceful.

Metroidvania 4/5: fairly standard metroidvania. The only thing that keeps it from being a 5 is because it felt like there was usually only ever one direction to go, so it didn't feel very non-linear.

Relevance to the theme 4/5: the retro style combined with the clean environments made the game's visuals add up to more than the sum of their parts, which is very impressive.

Overall, I wish I could have enjoyed this more. I'd absolutely have another go if the bugs were fixed.

Submitted(+1)

Props to you for the visual style, animations, SFX and VFX. However, it was very hard to parse the action. I would recommend zooming out the camera for better visibility.

Hitting stuff in this game feels awesome. There's also a good variety of enemies which is pretty neat. I like that you seem to be taking the combat into a bit of a 3d bullet hell direction. That said, combat was pretty mindless in this iteration. The air combo also seems broken. You can use it to just hover indefinitely and move forward which seems to me like it would break level design.

I only got far enough to get the dash. I feel like the game world is way too big. Almost as if it was designed for you to have the dash from the beginning. However, this makes the dash feel like it's the regular running option instead of a true upgrade if that makes sense. I would scale things down. It would also allow you to give breadcrumbs (abilities) to the players to keep them interested instead of spacing them so far apart.

There's a lot of potential here so I hope you build on it.

Submitted

Props to you for the visual style, animations, SFX and VFX. However, it was very hard to parse the action. I would recommend zooming out the camera for better visibility.

Hitting stuff in this game feels awesome. There's also a good variety of enemies which is pretty neat. I like that you seem to be taking the combat into a bit of a 3d bullet hell direction. That said, combat was pretty mindless in this iteration. The air combo also seems broken. You can use it to just hover indefinitely and move forward which seems to me like it would break level design.

I only got far enough to get the dash. I feel like the game world is way too big. Almost as if it was designed for you to have the dash from the beginning. However, this makes the dash feel like it's the regular running option instead of a true upgrade if that makes sense. I would scale things down. It would also allow you to give breadcrumbs (abilities) to the players to keep them interested instead of spacing them so far apart.

There's a lot of potential here so I hope you build on it.

Submitted(+2)
Larry The Cat APPROVES YOUR GAME!!!!
(1 edit) (+1)

THIS NEEDS A PHOTOSENSITIVITY WARNING.

Barelly seconds after starting the game i got attacked by a very hard square grid that was honestly a little bit too much painful to my eyes, it was so grating that it soured my overall experience.

The new game button doesn’t really start you at the beggining, the progress was still saved when i closed the game to look at the options and clicked new game.

The character design is quite great, I greatly enjoy the looks of the protagonist, quite a memorable stylish form reminiscent of the Megaman games, I would however have preferred if the pixelation wasn’t as aggressive, combined with the square grid it gave me a little bit of mixel vibes.

The combat is really enjoyable, the character moves exactly the way i expected, i really had fun wacking at the enemies, of which there was enough variety to not bore me at any moment of my playthrough.

However at some points the enemies energy balls started going at me through walls, which felt a little off.

Which reminds me that my only complaint with the combat is the complete lack of feedback when getting hit, i only knew i was damaged because i was looking at my HP bar to see if it was lowering, otherwise it just felt like i was going through colored air spheres.

Addendum: After reaching the town zone with the trucks, some enemy attacks started dealing damage to me on a way i could notice, so im not sure if the start of the game was bugged or the earlier enemies just didn’t have feedback on their attacks.

In the first map change, i accidentally went back to the previous map and couldn’t continue back so i just fell to the void, after testing it a couple of more times, it seems the spawn point was accidentally put on the wrong side, so every time i went to save and heal myself, i just ended up having to fall into the eternal void.

The maps feel a little too big and long, im not sure if the intention was to make the character feel smaller compared to everything around, because sometimes i felt like i was walking and the map was expanding, giving me a sensation of not advancing at all, like when you are moving towards the big painting in Tiny Big Island of Mario 64. At this point i saw enough maps to notice that some where textured instead of having that square grid that kept watering my eyes, so i can only assume the square grid was there as some sort of “WIP untextured wall”, if that is the case i really REALLY recommend the use of a different one that doesn’t trigger a photosensitive warning.

The wallkick upgrade felt was the first moment in the game where i felt like i lost control of the character because it just felt inconsistent, sometimes when i tried to wallkick on a wall, instead of sending me forward it pushed me backwards, and when i tried doing multiple wallkicks in a row to reach some places, it made me bounce falling instead of jumping, which at first i thought there was a max number of wallkicks i could do in a row, but sometimes it happened after 2 kicks, and sometimes after 5. There is also a delay between dashes sometimes that had me just scrape against a wall unable to do a wallkick for like a second, resetting the climbing progress, it was a little of a bummer.

At this moment is when i left what i assumed is an ice cream shop (Which took me a while, because the zone change to leave outside leaves you very close to the zone change to enter, so i accidentally left and entered 3 times in a row, until i decided to be VERY careful and not touch the controller when i was moving zones)

That is also a negative point of the game, every time i went to a new zone, the new zone always had the camera pointing backwards, so a couple of times i got in a new place, just to walk forward immediately to where i was before.

At this point is when i couldn’t find where to go, so i just started roaming around the map, collecting all the the Atterials i could find, unable to find where to go, so i just decided to backtrack all the back to the start of the game, where i did find a zone that i didn’t see before, a giant room with platforming and a wall of electricity that zapped me every time i went through.

This zone is the greatest example of every part i disliked about the game, the square grid on the platforms (That was still hurting my eyes) made really hard to discern where the platforms ended, so more than once i just… accidentally walked until i fell. The times i managed to do that part, i found myself against a red pillar of which i had to do multiple wall jumps to reach a bridge with an Atterial on it, which was the biggest struggle i ever faced, since sometimes after 2 wall jumps the character just wall jumped DOWN instead of up, or sometimes after trying to wall jump instead of dashing forward i pressed dash too fast and the character decided to dash backwards instead.

I was certain at this point that i missed a Double Jump powerup and i was hitting my face against a wall trying to skip progress, so i ended up exploring the rest of the map again, spoilers: no, that was the last thing left to do.

After around an hour of trying to do kaizo mario level platforming, i managed to reach the bridge, and continue progress, wall jumping something relatively easier (Which still almost made me fall, which i would have been the end of my play if it happened)

After that, i found myself into another platforming zone, which looked way easier to than the first zone, not that it didn’t made me fall anyways, although soon i learnt that it was an intended failure, because while trying to go back up, i saw there was a power up bellow, which was… a double jump.

At that point i almost screamed in anger at seeing this AFTER a zone that very much needed this double jump, this was the most baffling decision of the whole game, and something i can only attribute to masochism on the developer’s part. Ending things through, i managed to do the platforming the second time (which was not even a challenge now that i obtained the double jump, and thus i obtained the Boost, which… i assumed was the ending on everything on this game, since there was nowhere else to go.

I have nothing to say against the music on the game, every song was really nice, they captured the funny tech vibes i assume the game was going for.

The writing also was cool, the little bit of logs and dialog in the game was charming, i did not find any part of it annoying, and made me want to learn more about the setting.

Personal Score: 6/10, 7/10 before the platforming that i spent 1 hour suffering, which gave me light migraines and pain in my eyes.

(+1)

It was a joy to play!

I liked the character design, it's just everything cool mixed into one container, and there is the possibility of adding more personality to the robot/vehicle with dialogue and entry logs.

The visual design was fascinating. The dithered shadows look great, but with how long rooms and hallways get it feels like you are moving in place with nothing as a point of reference.

Combat was fun! It's just mashing, but it's great to juggle around smaller enemies in an air combo while the screen shakes every which way, while keeping an eye out for any incoming projectiles to dodge.

I would love to see this game get more updates, but as it is it's a fine gamejam game <3

Submitted(+1)

This entry is clearly unfinished but what's there is pretty cool!

The 3D models, animation and VFX in particular are outstanding. The combat feels great, even when just button-mashing like I did (I noticed a few different moves but didn't know how to perform them at will). There was a good enemy variety.

I like the visual style but the screen-space checkered pattern for the shadows really hurt my brain. It was also difficult to judge distances sometimes, in some rooms it would feel like I wasn't moving at all. Moving through those large spaces was very tedious before I got the dash. Speaking of the dash, something about it didn't felt right but I'm not sure what. I didn't feel in control (maybe it locks you out for too long?).

The game really opened after the wall jump (though I'm not sure wall-jumping continuously on the same wall was intended?) but I quickly got lost in the large spaces, with no landmark or goal to orient myself. Level design really felt like the most unfinished part of this entry, which is unfortunate. Even adding a handful of save points would have helped a lot. Especially considering some bugs will kill you (initiating a dialog freezes you but not the enemies!) or get you softlocked.

It has a lot of potential, it just needs a bit more time to cook! Congrats ;)