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A jam submission

SummitView game page

Climb the mountain to see the world, not the world to see you
Submitted by Orygon — 1 day, 12 hours before the deadline
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Summit's itch.io page

Results

CriteriaRankScore*Raw Score
Metroidvania#163.8893.889
Execution#253.3333.333
Overall#303.4223.422
Sensory#363.3893.389
Relevance to the theme#393.4443.444
Enjoyment#443.0563.056

Ranked from 18 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Theme interpretation and application
The game is a non combat metroidvania[or something like that, I'll let you be the judge if this game is metroidvania or not] [The theme is minimal so removed the combat factor] and there are only 2 core mechanics in the game, Only 1 music is added to the game, The game is 128x128 pixels

Team/Developer
Orygon

Reference info
dex0637

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Comments

Submitted(+1)

It is extemely fun because it's literally Celeste! The vibe, movements and overall feeling makes it very satisfying to play. However some things felt off like checkpoints, spike hitboxes and freeze mechanics. Also was not obvious what some items did. Even with all the downsides the game is enjoyable, good work!

Submitted(+1)

i really enjoyed the game also i  love the controls, 

btw a sometimes when i enter  a snow area i get the freezing effect  even  after i got that item to stop me from freezing

HostSubmitted(+1)

Cleanly executed game with immaculate vibes, it felt like playing classic Celeste and that's a compliment. Precision platformers usually melt away my time so for the purpose of rating I cut it short, but I 100% enjoyed what I saw. I liked the freezing mechanic in upper regions, it just adds so much immersion. And it was pretty metroidvania by the way. Great work on the game.

Submitted(+1)

Nice music and the visuals are really well done! The controls could use a bit of tuning to achieve that "precise" feel, but overall great work!

Submitted(+1)

I’m not a big precision platformer guy, but I made it to the top anyway, woohoo! Pretty neat concept, and I quite like the low res pixel art style.

The spike hitboxes definitely feel a bit off. It was noticeable that sometimes when you’re falling down right besides a wall, with a spike on the bottom, that spike ends up killing you, which just feels wrong.

I also didn’t really understand the… vignette mechanic? Dying of cold maybe? It felt really inconsistent, and idk why going to the next room, which looks equally cold, would help anything? I’m not sure if it was bugged or if I just didn’t get it.

Aside from that and some little level design nitpicks (i.e. falling into a new room and immediately dying) this is quite well-crafted, the core mechanics feel good. Nice work!

Developer(+1)

Uh...yes the vignette was supposed to be the cold 😅 wasn't quite able to perfect it [its somewhat broken] you get an ability "coat" which prevents you from freezing...but the thing is right after you die and respawn and go to the next room with the vignette area2d on that room it activates the vignette which means the "coat" ability doesn't work properly. Thank you for playing and thanks for the feedback 😊

Submitted(+1)

The animations are really cute and also really help with the overall game feel (like squeezing the character sprite when jumping, etc.) I also like that you seem to have implemented a coyote-time. 

Furthermore the game remindes me of Celeste, so plus points for that. 

But: a few jumps were very difficult to perform, from a mechanical point of view. E.g.a actually having to use the full extend of the jump felt kind of weird. However: you countered this well by setting the checkpoints very friendly. 

Nice game. 

Developer

Thank you for playing the game. The duality of checkpoints from this comment and the one below it 😂

Submitted(+1)

Pretty enjoyable game! Movement and the mechanics you get as progression felt good for the small screens. I liked how it looks too. I managed to get to the top and finish it.

I do think it could have used a couple more markers/extra decorations to keep some rooms a bit distinct, even being a pretty small map, at the start I kept getting mixed up where to go and retreading the same path.

Some nitpicks I have, besides some bugs (I kept getting freezed even after getting the coat upgrade, wall jump would sometimes not work):

- the spikes hurtbox felt a little bit too big, in some cases the character wouldn't be touching it and it would be a hit. I think giving a pixel or 2 of leeway before getting hit would make it feel a lot better.

- the checkpoints were very inconsistent. whenever I died I would never be sure where I would respawn. maybe having set checkpoints, or more consistent rules of when they were being set would be better (maybe how they were being set was a bug too?, sometimes I would be standing in a very safe spot, die, and be sent back to the previous area).

Developer

Thank you for playing the game, and thanks for the feedback  :)

Submitted (1 edit) (+1)

i love the art and the atmosphere, making the screen on the itchio page bigger or adding the full screen button option would be better

Submitted(+1)

I really liked this but no controller/no rebinding was soooooooo rouuuuuughhhhh! I use a kinesis keyboard so arrow left/right + x = bad. Honestly, I didn’t care for the music at first but it did start to grow on me. Not sure how far I made it, I got two abilities, the coat (which I’m not sure worked, the screen still got really dark sometimes) but I could not do the dash refresh without a gamepad. Most of the restart spots were good but there were a few times it would put me in some weird place. Even though the restart was quick, I wanted it just a touch quicker. It also felt odd/was a little annoying being able to stand on the pixel ledge, which meant I had to jump, which sometimes was into spikes.

But the most important part is I really enjoyed it, absolutely into the Celeste-ness. Great work!

Developer (1 edit)

Glad you liked the game...as for the "coat" part what i wanted to do is if you have not got the coat you'd die out of cold but the cold regions [area 2d of the vignette] are too close to the respawn point so after just respawing if you try to move the coat doesn't work. Annnddd for the pixel ledge thing, I don't know what went wrong...I tried putting a physics material [no friction] to both player and the tileset but didn't work...I think raycast 2d would've worked but I don't know how to use raycast 2d 😅....also for the keymapping I'll do that in a future update[most of the jam time went on creating the level and the ability system annnddd "procrastination 🙃"]