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A jam submission

SHELLView game page

A short game about combining a limited arsenal of moves to overcome challenges
Submitted by Jasper (@BlurryPixel0) — 2 minutes, 20 seconds before the deadline
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SHELL's itch.io page

Results

CriteriaRankScore*Raw Score
Enjoyment#313.3333.800
Metroidvania#323.5964.100
Execution#403.0703.500
Overall#413.2453.700
Sensory#473.0703.500
Relevance to the theme#503.1573.600

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
Minimalist health system, where each part of the character is a hit point. Also, you have a limited number of moves that can be combined to get around more quickly.

Team/Developer
User3828

Reference info
User3828

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Comments

Submitted

Really cool visuals! I enjoyed the dithering aesthetic and the music & game sounds. For some reason, it reminded me so much of Megaman Legends, one of my favorite games, with the blaster sound effect as well as the sliding doors you have in-game.

That final jump using all the abilities, dash & grapple, I finally made it to the final capsule, then I jumped to just grab it...Except I jumped too far and fell and died haha, grabbed it the second time.

I think momentum is a bit strong when jumping? Many times I fell because I kept moving after a Jump, just tweaking the momentum should do the trick but Overall I enjoyed my experience with this small demo!

Also, two things I found: the platform afar at the start of the game, getting close to it makes the whole world disappear :o & I couldn´t open the bars after getting the dash upgrade, there was a gold mechanism nearby, but I never managed to know what it did (I think it opens the bars).

Game completion: 11:09.

 

Submitted

Really really like the visual look of the game, and the movement feels satisfying though it took me a bit to get used to the grapple, the visuals and sound design are really cool, has a nice atmosphere! I would say more its like 2 am and my brain is fried, definitely will be coming back to this

Submitted (2 edits)

Loved your game! The graphics and the high contrast are very cool. Nice scenery too. I also liked the gun and combining rope swing with dash was a great idea!

The gun would need some improvement, the bullets does not always goes on the intented direction.

The dash swing is too uncontrollable, maybe you can make it easier to control.

Is hard to climb platofrms using the swing because sometimes it hit a wall and you need to have the perfect distance to be able to climb. Maybe instead of hitting the wall you cold reduce the length of the swing hope to make the character keep going instead of stopping.

But i was not able to finish the game because after a dash swing my character became invisible. Also when i reached the gray door and moved right the character got stuck outside the map, so i had to replay it all.

I would also recommend to improve the character design. I like the size and movement animations, but his head is a little strange.

Developer

Thanks for playing and sharing your thoughts. I'll take note of your comments. I'm aware of the shoot projectiles glitch for some players, but I'm unable to replicate the issue on my setup, making it difficult to fix. Could you elaborate on how the shot projectiles don't always go in the intended direction?

Submitted

Send-me a email on altermist@outlook.com, we can have a call on discord so i share my screen with you. Really loved your game, i actually come back and played it again on another computer and i have the same bugs.

Submitted

I loved this. Super cute character. Bunnying out of the dash is very satisfying. The grapple dash move is cool, although the grapple by itself feels a bit wonky. The shooting is generally fine. It would be nice if it interacted with the rest of the move set more.

Submitted(+1)

Very cute character! I really love the jump animation, and the wall-dash jump mechanic is super fun and creative. I’m not the best at platformers, but I still enjoyed the overall idea a lot. I was a little confused by the UI at first and wasn’t sure what the “R” input did. The jump feels a bit floaty to me, and the shooting range felt a little short, though that might just be personal preference. Overall, I can clearly see the effort put into this game, and the pool-core visual style is really interesting and charming. 

Developer

Hello, Pinellia. I'm glad you enjoyed the project. The UI could have been communicated better. At the top left of the screen is a UI element that's like the Zelda heart system, but instead of hearts, it represents each part of the player. The "R" input was for better aiming because normally, the aiming crosshairs are invisible until you press the shoot button. Thanks for sharing your feedback!

Submitted(+1)

This was very cute !

The movement feels fairly solid ! Obviously, there are still things to work on, but I quite enjoyed it. Dashing into walls to wall jump is a cool idea ! If you'd like I could give you a full breakdown of my thoughts on the movement, but here are a few random notes:

- Ground & air control feel good

-  The jumping basics seem to be all good. You got jump buffering and coyote time in there. It also feels satisfying.

-  The way the grapple interacts with the ground feels off.  In general, the grapple is solid but it needs more polish.

- The ledge grab being automatic leaves me conflicted. It made me feel like I didn't have control.

- I'd look into incorporating the shooting with movement somehow.

- Props for the drop shadow (especially in Unity... I struggle with that myself (I'm the dev of Reliance Undone. Thanks for playing btw).

On the topic of vibes, visuals and sound, I quite like what you had going on. The fog might have been a bit too overdone, but it gave a neat vibe. The music was simple but it worked well for the project and I liked your character design. Everything worked well with the minimalist aesthetic. Oh, and you had some SFX and VFX which contributed a lot to game feel. 

Metroidvania wise, this is very short and fairly linear, but the basics were there.  Though, I will say that getting the last 2 collectibles required some bravery on the player's part. It wasn't quite obvious what to do there.

Good work ! 

Developer

Hey, Blue! Thanks for playing and sharing your thoughts. I'd be happy to hear a full breakdown. I believe we met on Discord, and I recall sharing a prototype of the build with you. You mentioned incorporating shooting with movement, and I’m totally on the same page. I actually experimented with a downward-shot mechanic to give the player extra height (like a rocket jump), but I had to scrap it due to the jam deadline. It’s definitely something I want to revisit.

Submitted

Oh wow. I did think this felt very similar to something I played recently. I'm really happy to see your project has improved ! If you ever have another build you want to share for feedback, don't hesitate to ping me !