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Altermist's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Enjoyment | #58 | 2.850 | 2.850 |
| Execution | #67 | 2.650 | 2.650 |
| Sensory | #72 | 2.550 | 2.550 |
| Overall | #81 | 2.560 | 2.560 |
| Metroidvania | #90 | 2.350 | 2.350 |
| Relevance to the theme | #92 | 2.400 | 2.400 |
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 features minimalist graphics and shapes, straightforward puzzles and simple abilities.
Team/Developer
Michael
Reference info
altermist@outlook.com
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Comments
I enjoyed playing your game and thought the movement system was pretty solid. It takes some getting used to though and I think that's because your movement doesn't flow into each other really well. It needs a little spice to connect the pieces. Some one else mentioned momentum and that might be what its missing.
The level design was cool but if you mess up its pretty frustrating. I like the verticality of it and don't want you to change that, but as you start building your game more you should start considering checkpoints or even multiple floors so that if your players fall they don't have to climb all the way back up every time. I look forward to seeing how this turns out!
Very thanks! I also rated your game.
Love a good 3D movement system. This is a great start, I think, and using this platforming to traverse environments is interesting; it pokes problem solving parts of my brain to navigate up and around the place.
The rooms here feel gigantic, which makes sense for this sort of high-speed platforming system, but I think it could help the engagement a lot if the environments felt fuller and closer together, to make the movement feel more like a tool to get around, explore, and accomplish things, rather than just the means to follow the paths to the game elements. Adding more platforms and walls around the place could help, too -- each surface is a possible avenue to get farther or higher, and I think that kind of freedom would be pretty enjoyable to play with. The run back to the start of a sequence is also a bit of a break in the flow, especially with how long of a walk they can be.
I also think this could be very fun with more of a focus on momentum and building speed, then using the wallrun to carry that speed over huge distances.
Audio would be another thing to improve this a lot. Even just a handful of sounds for actions like jumping, running, and dashing could do wonders for the game feel.
Thanks for the review! I really liked the ideia of building speed momentum, I had never thought about that. I'll try to implement it.
Well dang, this game actually has a Mega Man X-ish dash and dash jump working really well in 3D space. As a huge fan of Mega Man X I am probably very biased when I say that I really really like how the movement in this game feels.
It’s actually really fun working out how to get from point A to B in this game, looking around at the environment to work out what leads where. Oh, and the wall run feels amazing as well.
If I may make a small note: L and R aren’t used for anything yet anyway… maybe a way to improve camera control on gamepad would be to have the camera quickly snap exactly 90 degrees to the side when you do it? Kind of have a way to control the camera without using the right stick for during platforming or such, basically. Just a thought. Not a huge deal though.
Kind of a shame the enemies aren’t finished, I can tell that dashing around enemies after locking onto them to get behind them to avoid attacks is going to be very fun once this is finished!
Oh yeah, amusing bug I found related to the dash: Going down slopes too steep to climb at an angle can lead to building ridiculous amounts of speed.
Looking forwards to seeing where the game goes next! This is pretty clearly on pace to being something really neat when it’s done. And yes, I did finish what’s there of it so far.
Thank you so much! I'm very happy you noticed the aiming system, it was very laborious to develop. In fact, it was heavily inspired by Mega Man's dash. This game has a lot of Zelda (the combat aiming system), Mega Man (the dash), Prince of Persia (the wall running, obviously), and Animal Well (the totems/door system). The goal is to allow the player great freedom of movement, where it's possible to reach a point in many different ways (some that I didn't even foresee).
I generally enjoyed this. I like the character. The level generally works well with your mechanics. The movement itself is flawed.
It looks like your airborn and grounded states are completely identical which looks and feels quite bad. Even raising the aerial max speed by some small amount will probably make jumping feel a lot better.
There isn't any kind of momentum or acceleration in the game. That's appropriate for a lot of platformers but I don't see it ever working for a wallrun centric game like this. You really need to track player velocity persistently to make the wallrun<->airborn transitions feel natural.
I would focus on figuring out the basic physics of the game over adding more moves, animations, making levels, etc.
I wouldn't worry too much about the transition conditions (like what direction do I have to move in to trigger the wallrun vs climbing) Those are generally safe to change without having to replay/touch up every level.
Thanks for the reply. I'm trying to build a platformer/wall-run hybrid, your feedback is very helpful in thinking about it!
Enjoyed it as a tech demo, the animations were really cool despite being a little off, the lack of audio kind of hurts it, movement felt really interesting but could you a touch up here and there, but all in all Good job!
Thanks for the feedback!
Some places felt too punishing, like a huge slope that sent you back to beginning, but since getting back up was fun for me, it is not such a horrible thing. Location feels like a testing area, with the potential to be something cooler like a temple or dungeon. No sfx.
The best part is the variety of movement. With every unlock you feel more freedom to experiment with combining dashes, wall jumps, climbs. There is a lot of room to parkour, so it is very fun to watch the character move. But there is something wrong with how the character gets locked in a place when climbing or slows down after dash. I'm still not sure after all the time what exactly is it, but maybe the animations don't match up exactly with the movement or character does not have enough momentum after performing actions, but something is keeping it from being extremly satisfying and smooth. Still, I enjoyed the challenge! Combat at this stage looks like something unneccessary, only enemies in the game were unfinished, and it did not feel fun to fight with them. If you removed attack and made that doors could be opened by collecting keys it would not affect any other parts of the game, so fighting mechanics kinda feels like a distraction from fun and challenging platforming.
Overall the game is fun, it has potential, but it just needs more polishing
Thank you so much for the feedback! I'm glad you enjoyed the variety of movement. All critics will be carefully considered to improve the movement and gameplay.
Regarding the animations: Yes, they're not quite there yet. I'll redo them all in the next version of the game to try and convey the feeling of each movement.
Just reached the end of the game! after the big final door and the message -THE END (for now) Thanks for Playing! Altermist-
I quite enjoyed my time with it, was looking forward to the combat but found it's just some WIP dummies for now!
Even as a WIP, my recommendation is to increase the size of the attack hitbox since it seems to be too small (missed some hits even when standing next to the dummies).
The platforms you can activate, I think a blinking on-off or, better, a gradual color change could help signal they´re about to disappear.
When I got the dash, I tried dashing in the air but found out it could only be used on the ground, which is okay, but perhaps just signal to the player that it only works on the ground.
I'm gonna go against most of the feedback here since I think the movement is Okay (talking about the wall run & jump). Perhaps just small tweaks in certain movesets combinations (talked below), but I appreciate it best when I have full control of the player's velocity instead of losing some of it to momentum.
As it is right now, I can aim my wall-jump after wall-running by just being next to the platform I wish to jump.
Talking about wall-running, many times I triggered wall-climbing instead making me fail jumps. I really like wall climbing as a mechanic and haven´t seen it be used that much in platformers recently.
But Im not sure how to improve the activation of the mechanic since it's based on input direction and that is used in combination with wall-running & wall-jumping for certain courses. Maybe I just needed some more time with it to get accustomed to the combination, haha.
Overall, it was a fun experience and, since you told me before we thought of similar attack mechanics for the players, I'm interested to see how it evolves with combat!
EDIT (Completion time about 21 minutes)
Thank you so much for the very thorough feedback. You were probably the person who finished the game the fastest!
I'm aiming for a very dynamic combat system, where you can have fights in the middle of platforming sections. The POGO mechanic (hitting down in the air to propel yourself upwards) is something I want to use a lot.
When the character touches a wall, the decision of whether to climb vertically or run horizontally depends on the angle of the player's input relative to the (opposite) direction of the wall. I had increased the angle to make climbing easier, but I think it became bad because everyone who plays ends up climbing instead of running at some point.
Regarding the issue of preserving momentum after a wall jump, you touched on a very important point! A large part of the game's movement will be based on wall running and platform jumping, so it's very important to know exactly where the character will land. I'll try to preserve some momentum to avoid disappointing players, but I'll test keeping only a little momentum to still maintain the ability to jump off a wall and land on a platform next to it.
I implemented the air dash but turned it off at the last minute because I thought it might make movement too easy, but I'll turn it back on since it seems most people expect to be able to do that.
Regarding the attack area, it's really too short, but I need new attack animations to increase it, which is why I didn't fix it before.
The disappearing platforms are also incomplete; they have different durations, and I haven't had time to implement a way to warn when they're going to disappear.
Fun movement and a good foundation, but it needs work. The models and animations are nice, though her run felt a little off. The wallrun jump feels odd because of the sudden stop and strange direction. Maybe make her keep her momentum and jump in the view direction? Enemies felt spongy, and the attack distance was short, but I understand that wasn’t the focus of the demo. It will be interesting to see how it turns out in the future after some polishing and tinkering. Good job, and good luck.
The model is cute but the animations felt somewhat... off?
Besides that, the movement concepts are great but need a lot of work and polish; they currently feel inconsistent and clunky at times, which are fatal flaws for precision platformers. It was also pretty frustrating to fall down all the way when doing a single mistake and having to go back all the way.
I think this is a good foundation of a game and definitely appropriate for a game jam prototype. Good job!
Interesting base you have here, but I think it needs a lot of work if you intend to turn this into a bigger project.
I’ll echo the previous comments by saying, very cute model, but a lot of small issues with the movement that make it never really feel that cohesive and get you into that “flow”. But I think the other comments have given you plenty of feedback on that, so instead I’ll say that you should be thinking about what kind of game you want this to be.
Right now, it feels like a tech demo, just a linear series of rooms with jumps. Even saying there’s puzzles feels like a stretch. Do you want it to be all about platforming? In that case, is it even a good idea for this to be a Metroidvania? Would you be better off just making a level-based platformer? There’s no exploration showcased in this build, do you want that to be a part of this game? It doesn’t seem like you currently have a clear vision, which is fine for a MVM entry, but since it seems like you intend to develop this into something bigger, I’d definitely recommend you spend some thinking about what you imagine this game to really be about when it’s done.
Good luck if you do keep working on it, this could go somewhere if you commit to it!
Thanks for the reply! It will be a exploration focused metroidvania with a lot of combat and puzzles. But i do not had the time to build anything of this, so it ended up like you corretly said, as a movement tech demo.
Agreeing the model is cute, though the animations appear to be stock Mixamo assets so I can't exactly give you points for that ;P
There's a compelling foundation for the movement but so many little pieces cause a lot of friction that made it hard to really enjoy. Losing momentum after a wall run was a big one, same with the inconsistency of the wall climb. There were a lot of times where moving felt like it should do one thing but would instead do something completely different.
But, again, I stress that the foundation of the movement is really compelling. I'd love to see where it can go with some tweaking, fixing, polishing. Lotta potential here!
Thanks for the feedback. I implemented a good portion of the wall movement following what was done in Prince of Persia 3D, but it doesn't seem to mesh well with the dynamic platforming movement of my game. I'll update it to make it more responsive!
Agreed on comments saying the model and animations are pretty good.
The lack of SFX hurts game feel a lot.
Imo, the movement needs work. I would recommend looking into jump buffering and coyote time to improve game feel. The wall stuff feels like it's not quite there. It's a good idea, but it needs more polished to be intuitive and reliable. Jumping off a wall run should maintain your momentum.
Metroidvania wise, this felt fairly linear too.
Overall, there's potential here, but more work needs to be done to unlock it. Keep at it !
It has coyote jump, but doesn't have the jump buffer. I need to implement that. Thanks for the feedback!
The character model is stunning and the animations are pretty good! But is there really no audio at all or is it a bug on my end?
I've found the platforming to be difficult and somewhat frustrating. I would have really wished to be able to interrupt a wall run or wall climb at any moment (by letting go of the button, for instance). You can jump during the wall run, but it's not the same as simply dropping down and it makes you bounce against the wall, which was rarely what I wanted to do. Not being able to dash in the air was very weird too. I had a *lot* of trouble climbing the steps with the sloped one at the center, before the door with the four keys. And I had to do it *many* times, which built up frustration. I gave up after falling for a second time when you have to dash between the two keys required for the room before (the dash doesn't seem to cover the distance).
It's a good starting point but I don't think the movement is quite there yet. But once it is, it will be a very interesting game. Good luck! ;)
Thank you for the feedback! A lot of people had the same feeling about the movement, definitely a point that needs to be corrected. And yes, the game do not have sound, I didn't have time to implement it.
This was a fun little movement demo, I look forward to seeing where this goes in the future! The wall climbing and running feels pretty good and decently unique, too.
A few notes on the movement:
Thanks for the reply! I will definitely use your feedback to improve the movement.