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A jam submission

NormanView game page

Summit for MeteoidvaniaMonth32 Jam
Submitted by PhitoDev — 14 hours, 10 minutes before the deadline
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Norman's itch.io page

Results

CriteriaRankScore*Raw Score
Metroidvania#692.4533.167
Enjoyment#762.3243.000
Relevance to the theme#772.3243.000
Overall#802.2722.933
Execution#822.0662.667
Sensory#832.1952.833

Ranked from 6 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Theme interpretation and application
The game story,game setting, and lore based on You wake dead. You're given a mirror. Everyone's smiling and wearing a mask. Everything makes sense except nothing makes sense. A narrative game about systems so broken they become beautiful. About forgetting as both mercy and prison. About a guide who helps you by lying. Norman is absurdist horror where the tragedy isn't what happens it's that everyone's okay with it.about the side effect side the magic in the world setting exist by doing a contract with the old god such as darkness greed and disease,They take a part of your soul until you torn apart player can use the magic ability but at the same time each magic contain side effect and also there's artifact to collect arcoss the map that maybe give you a bad side effect but a good buff

Team/Developer
Team Rato

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Comments

Submitted(+1)

Obviously you made the art yourself which i find really admirable and i find the main character well animated, and some of the enemy designs are really nice. i also liked the music. the combat feels a bit repetitive, but yeah only so much you can do in a game jam of course. I really like the athosphere and the lore and the story you created. Well done!

Submitted (1 edit)

I like the vibe and general setting that its building. Music was interesting and I like the really off-putting feel that the citadel track has. It fits well with the forced happy masks the people seem to be wearing. All the artwork stands out pretty well, save for the ground which can be very very dark sometimes, making it hard to tell what's supposed to be walkable and what's a hole. Animations look fluid, though the player animations seem to hitch when swapping between states as it bounces back to idle and can get stuck on the falling animation if you press jump a couple times in succession.

Combat feels a little jank. Everything is fast, but almost maybe a little too much? Enemies stay perfectly tracked onto the players position, and while you do seem to be faster than most, it makes all the enemies feel a little same-y and can lead to enemies easily dog piling you, sapping away your health like it's nothing. When I got to the boss in the sewers, I kinda didn't really engage with it normally because it spammed a lot of projectiles and I didn't think that player mobility or the map itself was really suited to it, so instead I took advantage of the fact that the boss health didn't reset on death and just threw myself at it while spamming to inevitably win.

I find the concept interesting and the horror aspect of this fascinating, but it is a bit rough around the edges. Good work to you and your team on making it, though. I'm fairly impressed with what you've managed here despite my take aways.

Submitted

Love the feel of the dungeon, very vast and deep, lots of gameplay. Very metroidvania feeling. tough bosses tho haha.

Developer

Thanks for the feedback!