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Demon Gun's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Enjoyment | #10 | 3.750 | 3.750 |
| Sensory | #14 | 3.850 | 3.850 |
| Overall | #15 | 3.680 | 3.680 |
| Metroidvania | #18 | 3.850 | 3.850 |
| Relevance to the theme | #29 | 3.700 | 3.700 |
| Execution | #31 | 3.250 | 3.250 |
Ranked from 20 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Theme interpretation and application
The game also centres around a single resource for combat and health. I have also tried to make visuals and music minimalist.
Team/Developer
mroccoli
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Comments
A very competent and well-made short game with some of the most beautiful artwork I've seen in the jam. The protagonist is super cute and very well animated, even down to such details like the hair moving when you jump, and the elephant enemy is adorable as well! The atmosphere in the main sky area is truly heavenly and serene, and the water effects throughout the game were downright gorgeous.
A fairly standard Metroidvania in terms of gameplay and powerups, but everything that was in the game was implemented very well and fun to play with, and the parry ability was a great touch too (thinking about it, I should have tried using it against the final boss...). The infinite butt slide was hilariously powerful and a great help zooming around the map, and the giant bat made for a cool finale!
Lovely visuals and audio, creative implementation of the theme and overall nice to move around. Player character is cute. Definitely enjoyed it all across the board.
Got stuck in an infinite dash here. Still liked the game though
I enjoyed this ! It has some nicely handrawn 2d animated characters/enemies which I appreciate. The aesthetic is appropriately minimalist. I want to also note the nice vfx when the gun projectile hits enemies and walls.
Gameplay wise, this was fairly solid. Combat could be more in-depth, but it works for a jam and the final boss requiring you to parry it to keep your life meter up was interesting. Though, I will note that imo, you should be able to shoot while sliding and the slide should go in the direction of your input instead of the gun reticle. It was also not very obvious that the parry had to be used on the shielded enemy to proceed.
Lots to like here overall though ! Nice job !
This is a very pretty little game. I like the main character’s unbothered way of sliding everywhere. I thought the parry on the shield enemy was a bit awkward. The first time I got the parry, I immediately went there to parry it (I’ve played Nine Sols) but it didn’t seem to work, so I thought I had to look elsewhere. Perhaps that enemy in particular needs a longer wind-up.
Overall, pretty cool, I enjoyed the final boss especially. Very cute graphics!
Really solid job! Pretty tight vibes, and the combined health/ammo creates a really engaging dynamic. I really enjoyed the sorta risk/reward play you get when you need to keep your shots to a minimum to reduce how much each fight "costs" you - with every miss and every hit you take increasing that cost. The parry mechanic being a way to further increase the risk/reward factor along those lines was a really smart move, I think.
If I had to nitpick, it'd be issues with the map being a little unclear at times - and with the art direction of the game some of the areas felt a liiiiiil same-y, which made the map's accuracy that much more important. Also the parry-check guard felt a lil unintuitive, but conceptually I like how it functions as an implicit tutorial that the parry works for melee & ranged attacks both.
Overall, great job!! Big fan of this one.
This is an immensely serene game. It's giving Ender Lilies meets GRIS for me. Lovely, harmonious presentation between the calm, easy on the eyes colors and shapes, the gentle piano score (and combat variation), and the splashy, reflective water. The animation and feedback on the parry in particular are cool and satisfying, and the character and enemies are cute as heck. The map being just outlines is a nice touch too. Presentationally a favourite in terms of interpreting the minimalist theme.
Gameplay-wise the couple of combat arenas I got to felt manageable yet challenging. The slide jumps to get to the parry arena did feel a bit tight, and seemed to demand abusing the coyote time on the jump (a welcome feature). I appreciate that you respawn on the platforms in these sections, rather than falling all the way to a previous room. As someone who doesn't commonly play this type of shooter control scheme, it felt a bit weird to have the slide go towards the aiming direction, not the movement direction. The rooms are also just that bit bigger than the screen that sometimes I'll mess up aim from the camera scrolling (or not) unexpectedly, but that's admittedly a skill issue. I have not run into the single resource mattering that much for offense, as it's such a minimal cost, the rate of fire being low more so pushed me to make my shots count (also technically white health is a separate resource, don't tell).
I'd like to continue, but I couldn't find any spot in the map to continue after getting the slide and parry. There's a tunnel in a wall I can't seem to get to, a room transition that's walled off by glass, and a bouncer that's too good at his job.
Hey, thanks so much for playing the game and all the feedback! There's a little bit left of the game after you get the parry. You can go to the room near the bottom with the long bridge and parry that armoured enemy to go through. That said, there are still some issues with saving so only the base abilities are saved.
Your idea was a success. The visuals and sound fit perfectly into the theme! And overall they were made wonderfully. The character's movement, battles, and the structure of the world are also made at a high level. Disadvantages: some fragments of the map are not drawn (bottom right), a bug when re-entering the room with the boss (the door closes and you have to restart the game), rather strange save behavior (all bonuses are saved, but the map is not). Personally, I also missed the animations of the waves of monsters appearing in the arenas.
Visually gorgeous and musically beautiful, it has such a strong sense of atmosphere, all the enemies are expressive, the character looks and feels great as well. Quite enjoyed the combat arenas, weirdly I haven't seen many of those in jams but I guess this makes sense because this type of thing is only possible when your game is large enough to allow it, but here it works great since there's a lot of stuff to do. And fast travel! It was really impressive. My only minor nitpicks are that it feels a tad awkward to not shot/dash in the direction you're pressing on the keyboard but other than that it was fantastic.
I loooooved this. The graphics / art style was simple yet so beautiful and pleasing to look at. The exploration and backtracking was done really well too! I think there was one little section of the map that I hadn't explored, not sure if I did or not thb but based on the way the map looked right before I completed the game I think I didn't. Great job with this one!!