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A jam submission

AbstractvaniaView game page

NO TOUCHING
Submitted by TeePeeDee — 2 hours, 53 minutes before the deadline
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Abstractvania's itch.io page

Results

CriteriaRankScore*Raw Score
Metroidvania#153.9093.909
Relevance to the theme#233.7733.773
Overall#383.2643.264
Enjoyment#463.0003.000
Execution#562.8182.818
Sensory#612.8182.818

Ranked from 22 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Theme interpretation and application
inspired by Minimalistic and De Stijl art, keeping to a minimalistic shapes and line art style and minimalism on the UI, (note web version may have choppy audio, if too grating play muted or use windows version)

Team/Developer
TeePeeDee

Reference info
t3p3d3

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Comments

Submitted(+1)

This is a very cool and cleverly unique Metroidvania, though one that could really use some polish. The concept of being trapped in a painting is strong, the pixel art is great, and the power-ups are genuinely creative!! even familiar abilities like the double jump have unique twists. The map works well, the upgrade icons on the character are a nice visual touch, and upgrades make backtracking smooth and satisfying. Reaching the end and having to cross the map with a full moveset felt seamless and was a great test of mobility, which is especially impressive for a game jam project.

That said, the audio needs attention: while the music itself is good, several sound effects (especially jumping, dashing, and bouncing balls) are extremely shrill and became grating over time...I noticed this both in the browser and Download versions. The character controller also felt a bit...stiff? Maybe adding things like input buffers and a variable jump would help a lot, especially in high-precision sections like the emergency lever ascent and threading between spikes, which led to several game overs (could be skill issue on my end too lol). Thankfully, the generous checkpoints helped reduce frustration. Overall, it’s a neat Metroidvania with lots of unique ideas, and with some polish, particularly to audio and movement, it could really shine!!

HostSubmitted(+1)

I love the fact that all your games usually have this very clear concept and idea going on, and this one is no exception. Fantastic interpretation and implementation of the theme and genre. My only gripe with the game is the player's movement itself, it feels clunky and inconsistent (especially when jumping). Apart from that, fantastic work.

Developer

Thanks,

I found the theme really inspiring this time, and was really happy I could embrace it while staying colourful and vibrant which was my goal.

This is my 7th time entering this jam (I think I lose count) - so it's pretty shameful I'm still making clunky and inconsistent character controllers, but hopefully 8th, 9th, 10th or 11th attempt is the charm!

Submitted(+1)

A very cool and cleverly unique Metroidvania, although I would say one that is in real need of polish.

The concept of being stuck in a painting is obviously cool, there’s some really good pixel art on display for the character, and I was impressed that the powerups you get are rather unique, even your double jump has a unique gimmick to it. The map functions very well too.

The audio and the music are a bit grating (I was on the download version). The jump, dash, the bouncing sounds, they’re all so shrill and loud, which I read in an earlier comment may be due to your hearing problems. Definitely good to get a second opinion on this earlier in development, haha. Aside from that, I also think the character controller could’ve used some work. It feels a bit stiff, perhaps some buffers and a variable jump would’ve helped a lot.

Still, a neat little Metroidvania with plenty of unique stuff to it, good work!

Developer(+1)

Thanks, yes I really wish I had got more playthroughs, I posted a couple of progress videos with sound on the discord, and no one commented (but maybe it didn't come across in the recording, or just people don't play the sound on discord videos :)), I had no actual playthroughs before which was a mistake as the game would have been better for it, and if I knew definitely less torturous on people's ears!

Character controller definitely could have been a bit more nuanced, something I will try and focus on more in future releases

Submitted(+1)

The icons on the character were a good touch, it helped let me know what maneuvers I had available and a cheeky way of showing your upgrades as a visual change. The music was good but some of the effects (specifically the balls bouncing) were ear piercing (I was on the executable version) The characters controls were a little stiff for me, some moments that required high precision had me getting repeated Game Overs (my hardest hurdles was the emergency lever ascend and the needle thread between the spikes) Luckily the checkpoints are given very generously so repetition wasn't too bad. The upgrades also made backtracking a whole lot easier and is very Metroidvania, when I got to the end and needed to go to the opposite corner of the map to get the missing piece, it was pretty seemless and a good test to see how fast/maneuverable I could be with my full toolset, so good job at the functionality of upgrades! Also bless your soul for an infinite healing mechanic; in a Game Jam, that is a BLESSING!

(1 edit) (+1)

I really like this one. The enemies are bizarre, but neat, and there's a lot of thought put into the level design itself. The powerups do feel meaningful too, and it feels great being able to get past obstacles that used to be a pain to avoid. With that said, there are a few small issues that I'll echo.

Getting hit can sometimes feel very punishing. There were times where I would get hit by a brush, knock back into the air, and then fall onto the brush again to get hit, over and over until I died. Knockback is simply too large, and the lack of invuln to getting knocked back again means you can get thrown way back or take a lot of damage for one mistake. I gather this is why you added the healing ability. I do like the touch that the upgrade board 'hurts' you so that you can recover again.

The water rising puzzle feels like it is a bit tight, probably because you need to double jump at the very top of the first jump arc to clear the last platforms and reach the lever. It also wasn't clear to me that the reason the music changes was because water was rising until my first death, although it was very nice that it respawns you at the bottom to try again.

The jump sound is a little too...Idunno, squeaky? Maybe high pitched or loud? You get used to it, but it was one of the things that got on my nerves at first.

I think the button prompt to activate checkpoints only shows the controller button, and not the keyboard key. However, you do list the corresponding buttons on the page, so this is minor.

I forgot I had a map until the end, but it is a very nice feature. In a way, that's a sign that the level design was very clear and not repetitive, as I didn't need to use it much to figure out where to go next.

Despite my criticisms, I want to reiterate: this is REALLY good. Keep making games!

Developer

Hey thanks for noticing the health upgrade, it only hurts you if you are on full health, so there is always an opporunity to heal straight after getting it. I think the prompts after getting an ability were a bit too subtle, I was trying to keep it minimal, but lots of people missed the health one I think (you are reminded after first hit and first time down to 1 health too). Not sure it did the best job of communicating the upgrades while staying minimal (which is what I was going for)

Submitted(+1)

Enjoyment 4/5: This is probably my favorite TeePeeDee MVM entry yet.

Execution 3.5/5 rounding down to 3: That knockback is horrid and a couple times felt a bit glitchy.

Sensory 3.5/5 rounding up to 4: The music is there, the visuals are on point. The music was very loud and I couldn't turn it down effectively (at least quicklyy) due to fullscreen

Metroidvania 5/5: Exploration and movement upgrades that make a difference? Check

Theme: 5/5: Being lost in a world of abstract art was a really good call for this one.

Developer (1 edit) (+1)

Twitch Stream 4.5 rounding up to 5: will try and catch part 2, really cool to watch you play mine and other games

I probably managed to gain an extra (undeserved) mark on enjoyment as if I hadn't pointed out the health upgrade I think it would have been way more frusrating to get through the spike rooms. The prompts on ability gaining are clearly nowhere near obvious enough.

Will try and factor in that and some other changes based on your playthrough, to a post jam version!

Submitted(+1)

Hey nice work, second Mondrian styled game tat I see on this jam, and loved it the effects makes me dizzy at start but I get used to it.

The sounds and music are really fit to the game, congrats you made a really great job here.

Submitted(+1)

Hell yes, I needed this. Playing it I thought the backgrounds really look like a Mondrian…. oooooh! As has been mentioned, that knockback was brutal. The only sequence that started to frustrate me was the dash through the spikes BUT the skill at the end was so good.

I don’t know what it is, but the jumping feels off, like there’s a slight delay. Not terrible but, like I said, it felt off. Flip side, actually walking up the stairs was nice.

I really would have liked a fullscreen option on the download, my pc is also hooked up to my tv but since it’s only fullscreen, I couldn’t actually move the window to the tv so just played the web version with glitchy audio, but it was worth it!

Developer

Yeah the "path of mild annoyance" might have been a little too much (definitely needed a bit of play testing as  I was so used to it by the end of development that it got hard to judge if it was still hard). But the intention  was to make it frustrating enough that you would be happy to get the "spike breaker" ability, but not so frustrating to make you want to rage quit.

Point noted on full screen options!

Submitted(+1)

Pretty cool concept for the minimalist art style, and I really liked the shift mechanic. Very good overall!


I think the only issues I found is like someone else said the knockback on getting hit was too extreme, and instead of helping not get hit again, it more often than not bounced the character against another obstacle/enemy. And also the bouncing ball sound effects were really grating, to the point that I had to mute the game despite everything else soundwise being good (I played by downloading it as you recommended)

Developer

Sorry about that, my hearing is not 100% and I have fairly bad tinitus I think maybe I just don't hear what is torture to better ears! 

Note to self, Why you should always get some playtesting,

if you did ever want to play without the annoying sound effect, you could delete bounce.mp3 from assets\sounds, which I will do as soon as the jam ends!

Submitted(+1)

I wasn't expecting to enjoy this one as much as I did. The visual style of the world feels weird and trippy and I quite like that. The abilities themselves were also pretty cool; getting the ability to destroy spikes that were previously such a nuisance felt awesome. I also really liked how, when you activated the colored blocks while you're inside one of them, you get shot upwards fast. That felt really satisfying to use. I also appreciated having a map to navigate with, and how you can toggle it on or off so it isn't always taking up part of your screen.

There were a couple things I didn't like so much, though. The jump felt really awkward to use at first, since it seems to have a set height no matter how long you press the button. Also, there is this high-pitching static-y sound that seems to only play in the rooms with the bouncing balls that got really grating really quickly.

Overall though, the game was very fun to play. So uh... good job.

Developer(+1)

Apologies for sound (see response above for more detailed explanation), as soon as the jam finishes I will rectify the sound effect

Submitted(+1)

I think that the visual are great, although I also do understand the criticism of some comments that some sprites are stylistically not matching, but this is a jam game after all. As of now I dont see any reason why crouching is in the game, since the player sprite does not really change in terms of size, although as a player I am not able to see the corresponding colliders. The overall take on the topic is extremely cool, but the knockback of some enemies really was immersion-breaking for me.

Nonetheless: great Game!

Developer(+1)

Crouching doubles as heal once the ability is unlocked, but good point, it's fairly pointless till that point

Submitted(+1)

I really liked the sense of progression and the fact that new upgrades really change how you see and move in the world which is a core tenet of the metroidvania genre. The only flaw I found was that controls were not too much responsive, sometimes jumps would not trigger, and the physics overall felt a bit too "floaty", and sometimes the big knockback that enemies give can feel frustrating.  I suppose I got the "normal ending" (it seemed from the end screen that there could be some other ending), but I definitely enjoyed playing this and all the upgrades felt very original and a good twist from how they are usually implented.

Developer

Ha sorry about that there is only one ending I just felt the question mark gave an air of mystery as to what is on the other side of the canvas, plus I quite like the character so I might one day extend the game or make a sequel... 

The movement could have definitely used a bit of tweaking, the large knockback (and getting caught in knockback loops against walls)_ were  all  hacks to try and prevent death from getting hit multiple times by the same enemies. but again could have been done with a bit more finesse (or just a few iframes)

Submitted(+1)

Interesting game. I don't know if the audio was meant to be like this but if it was then it adds a unique sense of dread as you go through the world, which is quite fitting to this abstracted and incomprehensible world.

I do think the character sprites are not a good fit when taken in conjunction with the rest of how the game is presented - I don't know what the process for these were obviously and perhaps it was done for visual clarity but they just don't mash well enough. I think the enemies are an example of how to do this well - I clearly know one when I look at one, but they also look good within the game's world. It was also quite good structurally speaking, backtracking was intuitive enough to stop me from being completely lost but it was not too obvious to the point of feeling stale. Blocks being able to push you into directions was also a good touch. 

Developer (1 edit)

Thanks glad you enjoyed (or found interesting at least)... I did think about putting the character in the same style, but chose not to, narratively speaking it's because she is "different"  as she is from "outside" the miminalism world, but admit it could be a bit jarring and the concept didn't really come through.

The WebBased Audio (assuming that is the version you played) can be a bit choppy, (due to the way the engine handles the audio, which I need to address) the executable is a bit better in that regard.

Thanks for the play through and really useful feedback!