Play game
Pearl of Eden's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Relevance to the chosen theme(s) | #39 | 2.929 | 3.875 |
| Enjoyment | #40 | 2.646 | 3.500 |
| Genre Interpretation | #46 | 3.024 | 4.000 |
| Gameplay Polish | #51 | 2.079 | 2.750 |
| Overall | #51 | 2.567 | 3.396 |
| Sensory | #53 | 2.362 | 3.125 |
| Creativity | #66 | 2.362 | 3.125 |
Ranked from 8 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?
Metroidvania: Collect upgrades to let you climb the tower. MagicalGirl: There's a transformation sequence!
Chosen theme(s) and relevant explanations
You collect pearls as your primary upgrades (that attach to a pearl earring) and minor collectibles, and your save stations are clams. The sea base has been taken over by mutated Rust monsters that must be fought or avoided.
Team/Developer
Dropsonde (just me :)
Premade content
Textmachine Handwriting and Monotone fonts. Palette is a modified AAP128. A handful of samples/presets from Splice and the Reason 12 factory sound bank were used for the music and sound effects. None were applied alone though, they were all modified/layered with other things
Leave a comment
Log in with itch.io to leave a comment.








Comments
That is a very fun and pretty game!
The visuals here looks super great, I adore the worldbuilding you did with your scenery here, it's really hard to see jam games with such detailed environments and yet on a layout that feels very natural and harmonious, the whole map felt like buildings with actual story and purposes, and the outdoors rooms looked amazing, it really scratches my itch of grandious scenes to give me fresh air after exploring enclosed spaces.
Jellica also have a lot of lovely flavor herself! The way she lays down on the clams is so sweet and cozy, and the way she bobs around on her idle is so silly!
The MUSIC tho??? Absolutely phenomenal!!! Not only it is catchy and soothing, it also has a very memorable motif, and MY GOD you done the area transitions SOOOO RIIGHTT!! The smoothness of the different versions of the theme for each area felt out of this worrllddd!!
Honestly I would unironically listen to this game's OST by itself if I could, it is that good.
Gameplay is also very fun, Jellica is fast and slippery, but she always felt perfect to control, and the level design is also quite a delight to parkour and speedrun throught, I think you did a very good job on all of that!
Also, the sound effect you chose for the double jump?? MARVELOUS, like, really, you chose such a note that feels like it's friggin part of the music?? Like really, this game feels so musical, I love that x)
Now on the other hand, combat felt quite clunky... Never unbearable, I actually didn't mind it much, but it did deserve more attention on the oven. Hitboxes feels kinda wack, I really can't tell wheter they're too big or too small?? Like really, sometimes they felt gigantic, while other times they felt weirdly inexistant?? But alas, it's not that big of a deal...
I really missed a downwards slash, Jellica's high speed seens like the perfect fit for pogoing shenanigans, but that's also not that much an issue.
The feedback for taking damage was kinda lacking, I'm afraid... Like, yeah, I could tell I was getting hurt, there's a sound effect and a little bit of knockback, but it didn't feel.... like it really hurts, you know? And the knockback was definitelly way too subtle, there were multiple times where I got comboed for a while because an enemy managed to get stuck inside of me, wich feels very uncomfortble, those guys need to learn personal space!
There's also the fact that the room just resets when you touch a spike or fall down a pit, wich feels very janky, specially since enemies respawn when that happens, wich ideally shouldn't happen.
And lastly in that regard, there is no animation nor anything at all for dying, you just suddenly reappear at the last clam you slept on, wich is anticlimatic, to say the least.
I also noticed there's a map on the pause menu, althought I never felt the need to use it. I appreciate the bold move of just giving the player the fully filled map and no position indicator, I think that idea can be executed well.... buuuuttt I don't know if it was here, honestly.... Like, since I didn't use it, I can't tell how usefull it actually is, but since it is fully filled out from the get go and it doesn't show where Jellica currently is, it seens extremelly hard to actually pin point where you are or where you're going...
I think if you at least highlighted the initial spawn location the players would have a way of actually localizing thenselves on their own, but right now it looks more confusing than anything.
Either way that is a very good entry, and it really goes all in for the metroidvania aspect, there are tons of nooks and crannies to explore, and I only got half of it (15/26 pearls), wich is really great! Good metroidvanias have missable content!
The character moving the entire time like i was walking on ice was an unexpected thing, that i can say, specially considering the game starts with platforming, it was not a fun experience for me.
The Rust theme felt fitting but the Pearl thematic honestly felt like it was stapled on instead of fitting with the rest of the game, like they were drawn on top of a different thematic
The map wasn’t really very useful to travel the map, i never knew where exactly i was on it.
4 out of 5 powerups gotten, 7 out of 26 pearls gotten, i think i could probably could have beaten the game only with double jump if i tried (Not a negative, just a feeling)
The audio design here is great! The music felt like it was super smooth when shifting from one track to another. I love the pixel art too, the idle animation on the main character was a lovely detail. The platforming was a little frustrating, though. I think this game would benefit from some tightening of the controls. It felt like I was slipping and sliding all over the place, making many of the jumps more difficult than they ought to be. The enemies were cool, but I think there needs to be either a longer invincibility period after being hit or more knockback. I would get hit by an enemy and since the invincibility window is so short, they would often get another hit in on me while i tried to back up and use the sword.
You've got a good core here! I appreciated the additional collectibles, I had fun looking around for those! Keep it up!
Really cool game! The music was by far my favorite part, it's really beautiful and haunting and I loved the way it seemed to shift seamlessly between areas. I also really liked the pixel art, I certainly didn't expect an industrial aesthetic in what seemed like a game themed around the sea, but it was executed very well and played strongly into the Rust theme.
The character felt very slidey and it was often hard to land on some of the narrower platforms in the game. There also seemed to be no limit to falling speed, meaning in some areas it was possible to fall through or get stuck inside the floor. The invincibility frames on enemies felt a bit excessive and did too good of a job discouraging aggression in my opinion, leading me to simply running past enemies whenever possible. Coupled with those issues, the fact that every contact with spikes reset the whole room felt overly punishing and in the end it was a bit too much for me.
That said, I had fun exploring around and did manage to find 4 out of the 5 collectibles!