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Reliance Undone's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Metroidvania | #25 | 3.706 | 3.706 |
| Relevance to the theme | #28 | 3.706 | 3.706 |
| Enjoyment | #36 | 3.235 | 3.235 |
| Overall | #39 | 3.259 | 3.259 |
| Execution | #55 | 2.824 | 2.824 |
| Sensory | #60 | 2.824 | 2.824 |
Ranked from 17 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Theme interpretation and application
Minimize your equipment to gain abilities. Quick note: Cap your monitor to 60 fps to be able to enjoy the game.
Team/Developer
Daeleth, bluestarexsf, Mack Walters
Reference info
daeleth
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Comments
A very cool game with far more than initially meets the eye. I regretfully didn't have time to beat it fully, but I'm excited to give it all the time it deserves after the jam! The intro area was fairly unassuming, but I was really impressed with how the game gradually expanded and the sheer sense of vastness and loneliness in the level design, and the little bits of lore and foreshadowing in the areas I explored left me with many questions.
The moment I was truly hooked was when I first saw the giant ziggurat/temple, and I'd just like to say the song that played there might be the single best piece of music I've heard in this jam. The red boost zones were also a great addition and really took the platforming to the next level.
Aside from the environment, the main character was definitely the star of the show. Tizli's design is amazing and the model is very well made. The animations that were there were nice, and the abilities were nice and satisfying to use, with the slide being my favorite (and admittedly, watching her T-pose up a pole was hilarious). Even more than that, I loved the visual storytelling of her changing appearance as you progress, and I enjoyed piecing together her backstory from NPC dialogue. Definitely looking forward to beating the whole thing eventually, and can't wait to see where this project goes in the future!
A fellow Lizard protagonist, hell yeah!
I had fun with the game, although I didn´t complete it. Perhaps when the save system is ready, I´ll give it another try.
I didn´t manage to get any keys, but reached the top of the pyramid. ("the way to the sky has been blocked" part)
My feedback:
-I feel the character takes too much time to reach its top speed when moving, making some jumps require additional momentum.
-Tendrils, Swinging ability. This one confused me quite a bit. I was expecting that at the end of the swing, you´ll have a speed boost depending on how fast you´re swinging, but after releasing from swinging, the character just comes to an abrupt stop? It still jumps a bit, however, which helped clear the courses, but I think this ability would feel better if it slingshots you far, depending on how fast the swinging is after releasing.
-Crouching submerges the character on the ground as well as sliding.
-I love the vibes the world gives! kind of a megastructure, ancient realm with bits of sci-fi and HUGE robots in between. I feel some textures didn´t quite fit the aesthetic (some cartoony cooblestone for example) but nothing too out of the theme.
-Character model and animations are great, I especially liked the kick.
-Getting Upgrades by removing your armor piece by piece is such a NEAT IDEA. Perhaps you could lose some of the benefits the armor gives you as well? (hazards are more dangerous, enemies hit harder, etc). I didn´t reach the end of the demo, so I dunno if there´s a surprise at the end which expands upon this idea.
Coincidence, I JUST played your game too! I agree with a lot of what you said here tho, THANK YOU for the in-depth feedback! We do hope to improve and make a better version without as much of the time constraint, that's mostly why things be like they do! some top priorities are to fix the framerate dependence and THE SWING. we really want to make that a better feeling thing, and I hope you play the next version when we do!
I played the version 1.4.1, but it does not worked very well. I will not rate the game because of it. When i press jump it sometimes jump and sometimes not. Also to move the camera i need to hold right mouse button, it does not moves with mouse movement automatically. Because of the jump bug i cannot pass through the first platform, i press jump and it goes, but i need to press again three or four times to it jump again, making it uncontrollable.
Ah, this is an issue with framerate I have. If you lock your monitor's framerate to 60 fps, it will resolve the input issue.
Regarding camera control, I recommend using a controller as the game was designed for one.
Thanks for giving it a shot !
I was able yo play the game! Doing as you said, locking the framerate. It was a legit fun game, with a complete map and dialogues
The animations incomplete, i think you probrably know. Well climbing a pole the character do a T pose and when jumping to landing the animation of landing is not stoped. When dashing the character clip through the floor.
Maybe i would give the dash ability on the beginning of the game, because it was very fun to move with it, and i was expecting a more slow gameplay by the beggining of the game (something like Thumbraider).
Also having to hold right mouse button to move the camera made my finger hurt :F
Nice game! Keep working on it, i want to see it finished.
Please, in such large projects, make the save mechanic a priority. Because with the 2-in-2 blackout schedule, it was very difficult to complete the game. So it really can be completed in an hour. If you know what to do. And as a result, I completed the game in 5 attempts and 7 hours.
I won't talk about how cool this game is. The time spent in the game said it better.
You have already been told about the shortcomings. About all but one. There is a damn softlock in the game! You can get to the platform with a coin near the place where you get the first ability after getting 5 abilities. And you can go back only after getting 6
Sorry about the save system. It's actually one of the first thing I worked on for this project and most of it works... though I decided to cut it because it wasn't saving everything(had an issue with dictionaries). Part of me feels like I should have kept it in, but releasing this in its current state came down to the wire so I didn't have that much wiggle room. Though, even just saving your abilities and your last respawn point would have been pretty beneficial for the length of the game.
Regarding the softlock, I noticed that one and for some reason, my brain thought I had already fixed it (by adding a red bouncing platform to send you back.... Guess I didn't actually do it haha.
It's crazy you actually spent 7hrs playing what is essentially my first game (though, the movement is something I've been working on for longer) . Thank you so much for sticking with it !
I will always remember the player who played this version of the game for 7 hours. Thank you so much for inspiration to continue work on this!
I was really interested in this entry from the character design posts Daeleth had been making beforehand. It's cool to see it coming together, even if it wasn't quite finished in time! (^^)
The start is pretty rough, with some camera issues, choppy movement, and difficulties figuring out where you're gonna land/where the walls are. (There's a lot more minor things feeling wrong that all stack up, but I don't want to bog you down with them here. I think everyone else has covered them.) Once you get out into the open areas it starts shining though!
The movement abilities by the end of the game chained together really well. I had finally figured out the timing to use the swing properly, and how to boost into it off the slide jump. Then, combo-ing that with the wall kicks and dive kick felt really cool.
The exploration was also really good. :D
It felt like there were a lot of places to go, branching paths, and stuff I realized I could've gotten in a different order. Also, since you could see most of the landmarks in each area from most vantage points, it was really easy to find your way around!
For lore, I'm a bit confused at why these skeletons would be better at flying than dragons.
I really liked the implication that the dragons knew more about flight than we might think, from finding the secret celestial key in the [SPOILERS] area.
For minimalism... removing armor to unlock abilities doesn't actually feel like "minimizing" to me. It's just a cosmetic difference away from putting on armor to unlock abilities. The unlit art style and simple area designs really land the minimalist feel though.
Nice game! (^o^)/
Thanks for playing ! Glad you enjoyed the movement and exploration haha !
Regarding the minimalist theme, we wanted to have a story/thematic take on the theme instead of a gameplay one. A minimalist wants to get rid of their excess material possessions so getting rid of the armor to really only keep what you need is what we went for thematically.
After a bit of a stiff start, I enjoyed myself a lot with the more unlocked character controls. The animation work outside of clipping into the floor and climbing poles is fantastic. It can be a bit tough to get some moves down, such as slide jumps and grapple swings, as their movement feels quite momentum-based in the mileage you get, but I think this also made them feel quite rewarding to get a handle of. I do feel like the kick is a bit underutilized.
I dig the overall mood choice for the setting. Textures, colors and music all delivered for my tastes, and I'd love to see the sound effects and VFX come together to join them. The presence of these skeleton-looking guys and the giant ones set up some mystery to the setting to dig into, and removing your armor as a means of empowering feeds further into this.
My personal experience got cut a bit short by failing to find where to go next after the grapple. The map did feel a bit hard to navigate at times, as outside of explicit paths it doesn't indicate where to go much, I feel? Hope that's far enough to make a decent assessment.
Side note: Found a little bug with the pole climb, that when you climb up past a ceiling platform it ends at, you never leave the pole climb state and can just climb into the sky.
I really like the feel of the character in this game. The simple acts of running and jumping feel great, which is imperative for a game like this. Unfortunately I wasn't able to get too far in as I started to get motion sick, but from what I saw I really think you've got something here.
Thanks for playing! Yeah, I know the camera is rough. Sorry it made your motion sick.
Absolutely love what you have going on here. The theme is well applied and the concept of the character freeing herself is pretty cool. Having to limit my FPS was a technicality that made my first few minutes with the game pretty annoying (jumping 1 time out of 5 was not fun), but as soon as I got it capped at 60 it got widely better. Lack of a save system probably won't make me come back to the game during the rating period, but if you update it post-jam with one, I probably would like going to the end.
Glad you enjoyed yourself !
We were originally going to implement checkpoints and most of the save/load logic was ready, but there was a bug with it so it got scrapped for the jam unfortunately. We might implement in an update post jam.
An excellent entry, one of the few I completed (with 7 star charts) and one of my favorites so far!
There's obviously some unfinished stuff, like the missing climbing animation or the crouch/slide going through the floor, but it didn't detract from the experience. At first I thought the jump was very abrupt but as I got used to it and left the initial small corridors, it got better. Though I struggled with the swing to the very end. There were a few frustrating moments, like the tight S-shaped corridor involving temporary platforms and lava, but overall the difficulty was pretty well balanced. The movements were interesting and worked well together.
What I think I loved most was the mood. The vibes were just top notch, with a special shout-out to the giants in the forest of pillars. The soundtrack was great (though it didn't always loop seamlessly, even in the latest version). The different areas really felt distinct and I could easily wrap my head around this space, where I came from and where I should go. It really felt like a metroidvania!
I also liked the idea of divesting yourself of your armor in exchange for regaining your innate abilities, but I was expecting the dragon to also lose the helmet at the very end, to symbolize being truly set free. Alas! It's also a bit of a missed opportunity that losing your armor doesn't factor into the gameplay somewhat, but that can be an idea for a post-jam version ;)
Congrats for a job well done!
Thank you for the feedback ! It's greatly appreciated !
I'm happy you enjoyed it to the point of completing haha. I'm glad you liked the vibe. The pillar area was the last addition to the game and we considered removing it from the scope, but I'm very happy we kept it in as it does seem to be the highlight for multiple people haha.
Note: people kept downloading the oldest buggiest build because it was on top, so I deleted everything but the most recent, but note it was submitted 5 minutes before the deadline, we aren't trying to be dishonest. Any updates past the game will be set up in a separate itch.io page, just to be clear.
protogen?
What do you mean by protogen ?
The character looks like a protogen
lol, not everything with a helmet is a protogen, but i see what you mean. the origional concept art makes it more clear is a dragon-esc face under the helmet.
Ahhhh, fair
The player movement feels incredibly polished—the grapple has a learning curve, but it’s so satisfying once it clicks! I did struggle a bit with navigation; some textures are flat enough that entryways blend into the walls. A bit of depth cueing, like fog or a shadow under the player for platforming, would go a long way. I also found the difficulty spikes a bit sharp in certain levels. Lastly, I noticed the music doesn't always loop, leaving some quiet gaps. Overall, the core movement is fantastic—great work!
Thanks for the feedback ! The movement was essentially taken from another project I've been working on. This jam was a good opportunity to make a full game out of it and learn how to make level design. If you have any additional thoughts on the grapple, I'd love to hear them. I've been struggling on how to make it accessible/learnable for players because it's a very complex mechanic.
The drop shadow is a good call. I had one but removed it because of some build errors I didn't want to bother investigating lol.
Some of the difficulty spikes definitely needed some rebalancing I agree.
On the music looping issue. I fixed it on 1.4.1 I believe. If it's with regards to the loop not being seamless, that's due to us using mp3 files instead of wav files. Mp3 files don't work for seamless looping unfortunately.
No problem, glad the feedback was helpful. I'm sure you're considering most of this already, but here are some extra thoughts on the grapple to improve accessibility/learnability:
Grapple Controls
Ability
Difficulty
Distance Gained
Level Ideas
Basic Grapple Swing
Easy
6 block distance forward, 3 block distance up
To cross large gaps
In summary, I think breaking down complex mechanics into more manageable chunks, gradually increasing the difficulty, and referencing similar games could help. Additionally, Playtesting, gaining more feedback, and doing other movement-based projects could help build on your experience managing complex mechanics. Overall, nice job!
Thank you ! It will help me rework the mechanic.
Please lock your monitor's framerate to 60 fps to be able to enjoy the game. Above 60hz, most of your inputs will be lost. Apologies and thank you !
Bug fixes are in. v1.4.1 should be good !
We'll update it with a few bug fixes and improvements before the end of the grace period, but most of it is playable right now.