Play game
Bloom in Rust's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Relevance to the chosen theme(s) | #5 | 4.235 | 4.235 |
| Genre Interpretation | #14 | 3.824 | 3.824 |
| Overall | #15 | 3.490 | 3.490 |
| Sensory | #20 | 3.235 | 3.235 |
| Creativity | #21 | 3.353 | 3.353 |
| Enjoyment | #21 | 3.353 | 3.353 |
| Gameplay Polish | #22 | 2.941 | 2.941 |
Ranked from 17 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?
Game is metroidvania non linear. I have only few powerups and unlocables, but it does match classic metroidvanias. Main character is Nature oriented Magical Girl as contrast to diesel punk world. She can transform in combat to her form and uses weapon. Although it's not clearly visible in the game. Idea is that she is looking for core tha gives those factory robots life and she needs to find it and retreave. To get peacefull green land.
Chosen theme(s) and relevant explanations
Rust. The theme gave me diesel punk direction vibes. Game takes place on factory, rust every where lava robots. And i tried to add militaristic and Jazzy elemnts to sound.
Optional challenges explanations, if applicable
Sadly didn't do any. Had idea that last boss would explode. So imagine it does :D
Team/Developer
Deadrats (solo)
Premade content
Animations for main character mixamo and cc0 library. I used quite few cc0 models as part of character gear and enviroment. But most of them modified, and all texures drawn by me for the jam. I also used cc0 sounds in the game. Music and ambient written by me.
Leave a comment
Log in with itch.io to leave a comment.








Comments
Pretty cool game! The rusty aesthetic with splashes of green reminded me a lot of old FPS games (though in a third person perspective). I think little hints of plant life, for example around the green checkpoints and some other spots, could have helped offset the monotone coloring while reinforcing the "nature vs. rust" theme. The model and animation of the main character were cool (I really liked her civilian outfit), but her "nature" aspect wasn't immediately very obvious.
The level was a bit confusing at times due to many areas looking similar to each other, but the map definitely helped a lot. The music was very nice and eerie, especially the combat theme! Although I think the drums on the combat theme were a bit loud compared to the melody. Still, having a dynamic combat theme in the first place is a cool feature!
The movement was good enough for a simple 3D platformer, although attacks felt kinda awkward. It didn't seem like the hit sounds aligned with the animation, and the trail of the weapon seemed a lot bigger than the actual range of hitting enemies. Overall, fighting enemies unfortunately didn't feel very impactful or satisfying. Besides, having to transform every time you initiated combat, I do wish the transformation animation was a bit faster.
The enemies themselves looked cool, although the hitbox for the roach hurting you felt a bit big. The final boss being a mini-bullet hell was a neat finishing touch, though I do wish there was more of a warning before it initiates the huge omnidirectional attack. Still, very good job!
Damn. Thanks for the very detailed feedback! I pretty much agree with all points, Original idea was to do a lot more focus on nature aspect of the girl, but lack of time cut the scope. Combat is definitely need to be worked on. I tried to tune the last boss a lot but due to him choosing attacks randomly difficulty varries, sometimes it would just launch single line all the time some times only spirals. Glad you liked music, I'm very new to making it. Thanks for playing.
You're welcome! I was playing at 6 in the morning and I think my review kinda came off as more negative than I intended, but I did really enjoy exploring around in the grimy retro 3D aesthetic. Also forgot to mention it, but the big room with the lava waterfall where you have to activate 4 valves was my favorite part of the level, it was definitely a neat "wow" moment when I climbed the platforms and looked down on it all!
No negative taken hah. All critique were on point. as usual with jam games it's like 10% of what i planned to do.
Nice work! I liked the atmosphere and the size of the world with things linking together in interesting ways. Would have been nice to not have pause only on esc so you could see the map on web and stay in fullscreen, also gamepad support. The platforming was good, I only missed a few jumps but the respawns where quick and being able to heal easily from combat was helpful.
Thanks. Yea there is pause on P as well. I mentioned in description.
Cool world design! I also encountered the animation bug where only air attacks work, but other than that, this was a solid experience. great work!
:( downloadable version? I guess should have replaced that too
This game is really cool! I really like the character designs and how much effect you put into making the game juicy. You've got great sound effects, hitflash, hitstun, launching when taking damage, ect. I found the level design to be pretty intuitive as well. I didn't get lost finding powerups before getting the map. I also really like the character designs, the walking boiler tank enemy in particular.
Two things I'd look into: It seems like the attack animation does not work when you're grounded, but it does work when you're in the air even if it's easy to cancel. I can see from one of the screenshots you have the character attacking on the ground, but I was never able to get it to work. I played the PC download version. This made combat a little tough at first, but since you have great feedback I was able to play knowing I was doing something even without an animation.
I think the save checkpoints may also be bugged. They definitely worked up to me getting the transformation and the double jump, but when I die I would lose my map and slide. I made sure to run over the green emerald looking things afterwards and it didn't seem to save again. I'd still respawn without my map and slide.
Awesome job!
Ah. Save emerald kinda last second addition, you need to hit them ,and they do not show that game saved. Animation bug is weird, cos it's only happen to some people, and never happened to me (except in web version animations didn't work). I used animation tree state machine this jam for the first time in godot, so might be related to that. Since cannot replicate it, I probably will just cut off it and make it to use animation player in after jam update. Thanks for playing and feedback.
Pretty solid, reminds me of tomb raider with how the platforming feels. Some more story in the game itself, even just a beginning bit of text, would help. I didn't know she was a nature-oriented magical girl until I read the submission page. I think a more nature-y weapon would help.
Jam time cut main idea. I wanted to add a visual thing with opening cut scene. So idea was when you reach those unlockable power ups you kinda absorb energy from nature cores, and then areas around it would become brighter and green (vegetation and etc). But yea will see if I can get strength to extend the version of the game. Thanks for playing.
like another comment has said this running this smooth on web is amazing!, i like the style the ledgegrab was cool and the weapon vfx and all that were good! really cool game!
The intro music was… a little confusing.
The music in general was a little scuffed, at some point the music stopped looping, until it eventually the music started looping again, i have no idea why, i think it was because i transformed?
Game artstyle is fine, nothing i can really say about it, good or bad. The main attack doesn’t work unless im jumping on the air… or so i thought, but then i did learn that the attack does work while in the ground, it just does not have animation, but still does the hit. This made the combat really hard because i never knew why i was missing or why i was hitting the enemies. The map ability was factually incorrect, when i obtained it told me the room i was in had another path, but there was nothing, nowhere to go, only backtrack from there, i later learnt that a zone later opens up to here, but… why was that secret shown in the map?
The size of everywhere combined with the fact everything looked the same made me get a little lost.
Well technical issues discussed in discord. In fact there are some spots that opens up and should have secrets, like a platform you can reach only with double jump after first boss. The path behind that wall in map room. Original idea was to have there a path to next biome. Due to lack of time scope became smaller. And idea was to get there after double jump powerup, so you don't need to back track as much in case if you obtained double jump before slide, so that's not really a secret, just gated path, to not confuse players that they can go there. Which in ur case worked oposite hah. Thanks for playing
Impressive to get this kind of game running on web as smooth as it does! I really like the environment and level design, and the textures go well with the rust theme and the aesthetic you were going for, as well as the UI design! I think the music is really good as well but it kept cutting out for me and randomly coming back and then back off.
also I found it a bit difficult to judge where I would land after a jump, maybe zooming out the camera might fix that a little bit? or shadow to show where you would land?
Glad you like it. Specially appreciate compliment on music, it's mb like 3rd time i try to write any music for my game jam games in total. Not sure why it would be cutting out, that's something new. In fact there is a round shadow sprite under the character. But I did wrote code to make it fade when character is far from ground. Didn't think about it being indication for lending. haha. Thanks for feedback I will play around camera positioning after voting period. I did fix it last minute so it would go through walls less, but i noticed it can jump randomly in browser version. So if i zoom out mb it will clip more. mb fov adjustments will help or something
This was a really solid entry, not often we see people go for 3d in game jams! I though the map was very well though out when it comes to progression, with locked out paths with skill checks, and a last challenge that makes you use all of them.
I also liked the rusty dark environment in contrast with the more cheerfull magical girl aesthetic on the mc, gives it a sort of a mood!
I think the combat lacked a bit of humpf to it, it did the job. Was also intrigued on the way you made the character use the riffle, think it was creative. My favourite ability was the floor dash, made traversal way quicker and allowed for some improved long jumps.
I'd say it was pretty good overall, very nice!
(Also, fricking jammed to the saxophone in the combat music)
Thank you. Appreciate the feedback. Ye agree with combat, also i noticed in web version animations works weird (first time used state machine and animation tree for a game) character suppose to hit 3 different attacks and repeat. But on web she starts just to use second animation constantly for some reason
really well done from a level-design and progression standpoint. i didnt think id get so pulled in during my playthrough but i stuck around and played through to the end, great job. there were a few times that the camera had a tough time situating itself and resulted in a few deaths
Ye Godot camera control is something. Had hard time to prevent it clipping instantly through walls. Maybe that's what it caused it. Thanks for playing and feedback. Really appreciate it.