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The Zen Tower's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Relevance to the theme | #15 | 4.062 | 4.062 |
| Overall | #47 | 3.138 | 3.138 |
| Execution | #49 | 2.938 | 2.938 |
| Sensory | #57 | 2.875 | 2.875 |
| Enjoyment | #59 | 2.812 | 2.812 |
| Metroidvania | #64 | 3.000 | 3.000 |
Ranked from 16 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Theme interpretation and application
In this game I explore an metroidvania inversion, instead of acquiring skills to access new areas of the game, you need to give away your abilities to unlock the floors of the tower. Therefore, you must strive for minimalism and lose all special abilities. The construction of the game was minimalist as well: Minimalistic team: Just me Minimalistic Assets: the maps a constructed with only 4 types of blocks. Minimalistic Music: The music it`s simple, and every skill you lost, the music lost one layer, till only silence left. Minimalistic graphics: Minimal resolution based on PS1 graphics.
Team/Developer
CiaNCIStudio
Reference info
Email: contato@kelvysb.com Discord: KelvysB
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Comments
Really like the idea (not just because it’s really similar to what I had in mind). Super thankful for gamepad support and I like the pencil-line art, and it was a fun touch to go left. I dig the dissolve shader, the menu and the brief pause before “continue” is selected so you don’t accidentally mash it (esp if dying on the wall jump boss). I almost gave up on the wall jump boss, I think if the bottom was just full of low damage lasers so if you fell a lot, definitely dead, but give a little grace. I don’t have anything else to add that hasn’t already been said, I hope you keep at it!
The movement on this feels alright at first, but the jump feels a bit small and stiff, and the wall jump in particular kind of just... sucks. It takes painfully long to actually climb anything with it, and I nearly gave up on the level built around it because of how tediously long it took to get anywhere and how awkward dodging the enemies on the walls was with such low maneuverability (in the occasions where it even felt like they could be dodged, which seemed annoyingly inconsistent).
In general the levels feel way too large compared to the player and camera - there's a lot of big open empty spaces that are kind of boring to traverse and blind falls off massive cliffs that really didn't need to be blind. This isn't a huge issue at first when you have lots of movement abilities to make getting through the rooms faster and more interesting, but as you lose abilities it grows increasingly tedious to get through each area.
I think being totally linear and having each area focused around the ability you're about to lose kind of weakens the "reverse metroidvania" feel. There's no sense of exploration, and I don't feel like I'm being meaningfully restricted by the abilities I'm losing since each area is clearly themed around one and only one of the abilities - so it feels like a disjointed sequence of platforming challenges rather than an inverted metroidvania map.
Visually the game looks nice enough and is fitting to the theme. I did have one visual glitch where the screen would flash black very briefly during each screen transition, which was quite jarring. The music is pleasant and didn't wear too thin even with there only being one loop, so good job there.
Hey thanks for the detailed review, I have a lot work to do in this game, and you comments will help me with directions for sure.
(And you opinion means a lot for me, you have a fan here since LightHop ;).)
And I very happy you liked the music, I’m pretty new on music composing, I mainly a developer (since 98), and just on the last years I digging into the art of game developing, and music composing it`s becoming my favorite part :)
Thanks a lot for the review.
Interesting theme interpretation. I enjoyed the game despite it being quite laggy. There’s a decent amount of content: three bosses and levels that test your abilities. The walljump boss was a pain, but I beat him after a couple of tries. Maybe add the ability to shoot in the opposite direction while wallsliding? Most of its problems stem from lag, other than that, it’s a pretty solid game.
Guilt here, I admit there`s is a ability to shot while sliding, and I removed on the jam version, because the last boss became to easy (but without it became too hard unfortunately), and I didn’t had time to properly adjust the game play on that part, sorry about that, but on the post jam version I fixed that and a lot of other game feel stuff.
Thanks for the review, I really liked it :)
This is a great take on the theme! And also what I choose to believe Samus does after every Metroid game. There's no other rational explanation.
I feel like I don't really have any new useful criticism to add, although I don't think I had as much of an issue with the game's jankiness as the rest (despite playing on web with a keyboard and mouse). Some additional enemy variety in each area would be nice, but that probably exceeds the scope of a game jam.
Great work with this.
Thanks :)
Absolutely love your take on the theme - the journey already ended and now you have to return everything. The game had its frustrating moments, like the platforming, the hard-hitting enemies and no aiming flexibility, but it still kept my attention. Nice game!
Thanks, I`ll fix some of those problems on the post jam version
My thoughts while playing the game:
Thanks for the tips, very detailed indeed.
It
s a fact, this game was build for download, 3D was not made for web, webGl its a mess, in tested in a few computers and browsers ans in some runs smoothly, ans in other laggy, mainly by the shaders cache, porlly handled by webgl. I recommend the downloadable version, or a recommendation to myself to goes 2d on the next one.About the rest, hey you give me a lot of work to do, I agree with every point, and will use your comment has a post jam task list.
About the last boss it`s a pain, I´m planning to implement a shoot from the back while wall climbing to make it easier.
Thanks a lot, I hope ever comment was detailed as yours.
(PS. Hey we are almost neighbors!, it`s nice to see some one with this talent in game design around here)
I like the look of the game and what I saw also was fun. But I just walked to the left in the beginning of the game, defeated two enemies, and then there was a dead end. Also I was unable to go back to the previous area, which is why I am a bit confused.
For the menu: you should take the log of the sound scaling, because dB is a logarithmic scale. In other words: small changes in your sound setting, change the sound massively.
Still Cool Game!
Hi thanks for playing,
in this part that you described, you must climb the wall above the passage, if I’m not wrong about the place
and thanks for the tip I’ll adjust the volume control.
I’m enjoying this game, but I’m finding it very laggy in both Firefox and Chrome. Every time I shoot my gun, it seems to cause a lagspike, which, as you might expect, can cause some issues. Is there a downloadable build as well? It might be a WebGL-related issue.
EDIT: I beat the game despite the lag. Which should tell you that I liked it! It was difficult to manage lag on the walljump boss, since often I would just teleport into the laser, but I found a way to manage it, haha, a unique skill to have to learn.
Cool concept! Aside from the afore-mentioned technical issues (the music also didn’t load) my main gripe would be the level design. It’s rather linear, and the final level was mostly just trial and error. The presentation is really solid though, and it’s cool that you got 3 unique boss fights and unique level gimmicks into this. Definitely very minimalist, nice work! Hope you’ll add the final 3 floors, very curious what will you do for a boss fight where you don’t even have a gun.
(P.S. please don’t show a “Continue?” screen after every death, just automatically continue, pretty as your fade-in effect is, it got rather frustrating, haha)
Thanks for the tips! and yes it
s an webgl problem because the particles, I tested in some browsers but Webgl its really unpredictable, so I just uploaded one version for Linux and other for Windows. and The graphics and colors are better on the downloadable version, and no lags at all.Thanks a lot, I´m glad you enjoyed the game and certainly will make some changes based on you comments.
I really enjoyed the interpretation of the theme and the combination of graphics and audio :)
Thanks :)