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A jam submission

Nano NecrosisView game page

Submitted by Falass (@Falass6) — 2 hours, 39 minutes before the deadline
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Nano Necrosis's itch.io page

Results

CriteriaRankScore*Raw Score
Relevance to the chosen theme(s)#153.7063.846
Enjoyment#263.0393.154
Overall#293.0393.154
Gameplay Polish#322.5942.692
Genre Interpretation#343.2613.385
Sensory#352.8172.923
Creativity#452.8172.923

Ranked from 13 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

How does your game fit either (or both) genres?
A girl who control golem/puppet using magic

Chosen theme(s) and relevant explanations
Construct : the golem/puppet that act as player skill, Unity : puppet and girl working together

Team/Developer
Falass, Cat-dragoon

Premade content
Sound effect from C0 website

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Comments

Submitted(+1)

Some really good animations in this one! The visual style as a whole is pretty nice looking, for that matter. Looking at this game is quite the treat. I especially like the attack animations, and the seeming re-use of the second combo hit as an air attack looks great and was a very clever time save of the sort I can really get behind.

The combat clearly had some thought put into it between the dedicated air attack and the two hit combo and the holding attack rapidly attacking! Always nice to see that. Wish you got to do more of the combat, but what’s here of it works well! Having the attacks send you slightly forward forces you to think about your positioning, the enemies have basic attacks that are just different enough from each other to where the enemy variety helps the combat out well, I think you have a pretty good sense for what makes for some good melee combat here.

Heck, enemies not being able to do contact damage if they’ve been hit by an attack recently is a great touch too.

Oh yeah, and I like that your weapon is a wrench. I’m always a fan of unconventional weapon choices, so I may be biased, but ya know, still. The cool glowy tech bits on the wrench are a nice touch too.

Also, I feel like the magical girl theme is used pretty alright here, kinda neat to see one where it’s not because of you being magical that makes it fit. And also the theme of unity and construct, while not the most creative uses I can think of, are both still used pretty well!

This probably wasn’t intentional, but you can move slower by pressing diagonally sideways, and honestly, I kinda dig it, giving the player better control over speed is handy.

All in all, I like this one! Especially well done for an unfinished project!

Now, that all being said… drawback-wise, I admittedly did have some issues here. I can tell a lot of effort went into this and that most of these issues are likely a result of either a lack of time, a lack of testing, or a lack of time to test, but I’m still going to make note of them so that if you work on this more after the jam they can all hopefully get addressed in some way or another, given the status as an unfinished project and all.

I’m going into detail on some of these to hopefully make finding a fix of some kind or another easier, but do understand I didn’t think any of these were a huge deal despite that!

For one… movement is a bit slippery, continuing to slide a fair bit after you stop pressing left or right. Normally, I don’t mind that in of itself, but it’s a bit of a problem on the moving platforms due to their hitboxes being smaller than they look to begin with, especially due to how long they take to move, how hard it can be to tell when to jump to the next one due to the exact camera and the distance they move, and how buggy trying to jump off of them while moving down can be.

(I’m aware moving platforms are really hard to get right though, so honestly, props to you for even trying at all in a constrained time limit! It’s not easy, at all.)

Additionally, enemies don’t despawn when you die during a combat encounter, leading to enemies kinda just… respawning and doubling up on you when they clearly aren’t supposed to sometimes?

From what I can tell, you actually jump lower if you hold forward while jumping, even if pressing against a wall. You apparently grab ledges regardless of if you’re holding towards them, so counter-intuitively, grabbing a ledge high up in front of you requires holding jump without pressing anything else sometimes. Probably something to address for the finished game, though it being possible to work around makes it not a big deal here for now.

Also, you can’t always double jump if you don’t first jump high enough? Not really a problem in the context of how this is designed, but it could be a problem for low ceiling double jumps in a more complete game, so something to probably fix for that.

Also, I really wasn’t feeling the Metroidvania part of the theme here much. Short side paths with nothing on them and basically no exploration to speak of don’t really make me think Metroidvania that much, but I do get that this is likely just a side effect of the unfinished nature of this project.

Again, all in all, I do like this one! Just wanted to make note of some stuff that’s probably worth figuring out how to go about fixing for a more complete version if you ever make one.

Developer(+1)

Thanks a lot for the feedback.

I admit the game movement and moving platforms have an issue. I plan to adjust the collision box and add coyote time to fix it. I need to rework the moving platforms and the camera in that section as well.

For the other issue, I will take a look at it. thanks again for the feedback.

I'm glad you like it overall, even though the game is not finished yet. Hope to see you again after the game patch or SMVM version.

Submitted

I’ll try to keep an eye out!

Submitted (3 edits) (+1)

Pretty cool demo! Loved the design and animation of the main character, and using a golem to fight is a cool idea - reminds me of the guardian souls in Aria of Sorrow. I think it would be cool if you could see the golem at all times, or maybe at least have it show up while the player is idle (like I think it was in Ender Lilies). Personally I just love having visible familiars/pets following my character around!

On that note, I think it's possible to softlock yourself in the very first room if you use all your magic before you get to the roots blocking your way, since I don't think it's possible to regain magic outside checkpoints. It could perhaps be resolved by letting you regain magic with the regular attack, as I initially assumed you would. Also, the placement of the first pair of dogs you encounter seems a bit unfair, as you fall directly in the middle of them before you can even see them!

I liked the jump arc, it felt really nice and snappy. A bit of a shame we didn't get to play around with the double jump more. I guess the big dormant robot was meant to be a boss that didn't make it in, but it looked very cool regardless. Good job!

Submitted(+2)

Gorgeous character and background art!

I ran into a few bugs with the unlocks. The first golem did not give me anything initially so I had to restart. Later on, I fell into a combat area with dogs and bats. After beating them, I became stuck. Not sure if I was supposed to get an ability there

That aside, I do like the idea of having an engineer magical girl! Seems to have plenty of potential for expansion

Submitted(+1)

The sprites in this game look really nice, I adore how the main character looks! The level sprites could get some work in some more blockier areas, but overall I'd say they look good as well.

The controls were also good, I liked the dash, and I think if it could be combined with the jump for long jumps, or being able to use it on air would be goated! Other nitpick i have with the controls, but i guess this one depends on how precise you are going for with the jump, but i think cutting the whole y velocity on jump key release feels a bit weird, i think if you cut if by half instead of setting it to 0 would feel a bit smoother, since you would not abruptly stop going up, but you would also not go as further.

Combat was also nice, i liked the special attack animation with the golem guy. I found the enemies to be a bit hard to hit, felt like i had to get real close to hit them, I think if the attack hitbox was bigger, it would feel better.

Also liked how the golem boss sprite looked, a bit sad I didn't get to see it moving, but that's just one of the things about making the game for the jam, time gets short :')

ANYWAYS, I liked this one, good job!

Jam Host(+1)

Given the artstyle you have chosen I suppose I should be a bit more lenient since obviously, the art probably took forever to make.

The game lacks polish, but I like the magical girl concept. The metroidvania aspect though is too linear to be called metroidvania.

If you ever decide to work more on this I am hoping to see the progress lol

Developer(+1)

Yeah, I got scoop creep and end up not finishing any lol.

Want to continue in too, maybe join SMVM.

Jam Host(+1)

Add more branching paths, hidden rooms, collectibles, etc. if you want to make it a proper metroidvania. If it's from you I think I will check it out XD

Submitted (3 edits) (+1)

Aha, when I saw the banner (not the red thumbnail with the two girls but the blue banner with the knight “persona”) I thought it would be cool to see some entry actually doing that, so I’m glad you did it!

The controls are snappy, although I noticed slipping at the edge of a platform which suggests a capsule collider instead of the preferred rectangle collider for arcade platforming. This killed me in the part with jumping over 4 moving platforms.

Since you got sound effects from a CC0 website you shouldn’t hesitate to get a lot more and plug them on all the attack moves, dash, etc.

I think I heard a very quiet BGM, I wasn’t too sure if it was a looping SFX or something, so this could be made more obvious.

Unfortunately I was stuck at the right end of the level where I need to jump higher than the character’s max jump and I didn’t notice a double jump nor wall jump. I think the character was supposed to trigger it’s usual climbing animation (very cool by the way, it’s quite rare these days although I did myself plugged one for a previous game) but somewhat it didn’t, so I couldn’t go up and reach the end of the level.

So I can’t see if it continues being a metroidvania or not (I’ll just rate it on being a magical girl).

Our jam game: Daughter of Pearl (adding link manually because collaborator detection failed)

Jam Host(+1)

FYI, this developer is the one who drew that blue banner.

Developer

Thank you for the feedback!

Interesting take, I may try switching the capsule collider to the rectangle collider.


And yes, I made the blue banner in the jam page ><

Submitted(+1)

Aha, that makes sense then!

HostSubmitted(+1)

Looks great.The theme implementation is standard, but well done. Movement is responsive, which is great, but feels a bit rough around the edge. Looking forward to what will result of it, if you decide to push this prototype forward.

Submitted(+1)

Nice art and character design! Would be cool if the golem/stand does more things as ability unlocks maybe.