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Flickerless's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Relevance to the theme | #14 | 3.688 | 3.688 |
| Metroidvania | #14 | 3.625 | 3.625 |
| Overall | #21 | 3.388 | 3.388 |
| Sensory | #21 | 3.500 | 3.500 |
| Execution | #29 | 3.062 | 3.062 |
| Enjoyment | #35 | 3.062 | 3.062 |
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
Defective Generation - Tia, the game's protagonist, is a dark child generated by the Well. As a dark being, she is considered defective by her light peers, and banished to the depths.
Team/Developer
Falcon Nova, Yuri Gore, Piellow
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Comments
A very intriguing game! The story and cutscenes had me hooked, and the early area with the town looked very nice. The music was quite beautiful and haunting, especially the songs playing in the introduction and the town. The design and animation of the protagonist was adorable and definitely my favorite part of the game, especially after unlocking the wings! The artwork for the enemies and terrain was nice, but the bright gray edges looked very out of place.
Moving around felt nice and responsive, especially after unlocking the wings. The area of effect of the absorb ability was hilariously huge and made dealing with enemies fairly easy, considering it could hit most of them from outside their aggressive radius (the only ones I took damage from for the most part were the rolling rock enemies). The "Kirby" mechanic definitely has some potential for environmental puzzles and decision-making based on what abilities are available in an area. But as it stands, I only ever used the wings once I'd unlocked them, and the only other ability I was able to find (the projectile) felt a bit unnecessary compared to just using absorb.
Aside from the town area, the rest of the map felt a bit empty and redundant, and I feel like some of the time spent placing those empty rooms could've been spent polishing other aspects of the game. Still, I had fun exploring around and uncovering the map. Good job!
Nice work! Excellent atmosphere, the art and music are great. I’m into the mechanics, though wanted a lot more, especially give the size of the world; once I got double jump, I felt like I was mostly exploring. I saw a cracked tile, and of course several blocked passages so hopefully there’s some good stuff in the works.
One minor annoyance, changing levels left you vulnerable so if a rolly bug was after you when exiting, you’d be locked in to taking the hit. I also really wanted some movement while absorbing, at the very least keeping momentum while jumping.
A small bug-but-actually-this-was-cool: in the room before the end, when you leave it puts you into the save room instead. I went above, then walked back because it felt like a boss was near, was pleasantly surprised to find myself in the save room.
I really like the atmosphere in this game! The music in particular lent a sense of mystery and exploration that emphasizes the story being told. The characters animations are all smooth, but never at the cost of responsiveness, which can be difficult.
I also like the concept of stealing enemies' powers, although I did find myself sticking to the double jump. That's kind of a shame, since I wound up not engaging with the main mechanic in the game as much as I would've liked. In part I think that's just because the base attack is so powerful I didn't need anything else.
I love the story and the concept of stealing powers, but I think the execution leaves a little to be desired. It was a lot of fun, but I didn't feel like I wanted any power other than double jump. I liked the huge map though, really felt like I was learning about a new world through exploration!
Pretty cool! The idea of taking powers from enemies is neat. Though I did hold onto the double-jump as soon as I was able to get it, and didn’t swap it out for anything else.
The player animations and tileset are quite nice. I liked the boss music too! It felt like there was a decent amount of backtracking, but perhaps I missed some shortcuts here and there.
This game has a good foundation! Nice job!
The game is great and absorbing abilities is such a fun idea to run with! I think adding some variety to the environment like a different background or different tiles as you explore would be nice just cuz the rooms could feel a little repetitive. Nice work!

PS. if you are going to update this game I kept getting stuck here and force to reload (the second room after the first checkpoint):
The idea of a metroidvania centered on absorbing abilities from enemies is interesting, but I don't think the execution here sells it at all.
For one thing there's... not really any incentive to change your ability at all after getting the double jump, since the base attack is already way better than anything you'd get from an ability anyway and the double jump is required for all the platforming, so the gimmick just, barely even comes into play at all. I spent probably a good 75% of the game playing as if it didn't exist. I think a significant part of this is the design of the abilities themselves - why is there an ability that does nothing but give you a double jump in the first place? With the current very limited suite of abilities, they don't feel like stealing powers from my enemies or switching between different movesets, it kind of just feels like I'm playing a stock metroidvania character, except I can only use one upgrade at a time... which just eliminates the feeling of growth that a metroidvania gives without much benefit in exchange. It ends up feeling strictly less satisfying than a formulaic metroidvania without the gimmick would be.
The abilities also just, don't do much to differentiate themselves from the base moveset. Like, again, the base attack is already way too good - it's range covers half the screen, it deals as much damage as the projectile from the one available offensive ability, and it straight up heals you when you use it. I think toning this down would give a lot more room to make distinct and valuable feeling offensive abilities. I also might suggest taking a more direct page from Kirby's book and just straight up replacing the base attack while you have an ability active, so it feels like a more complete transformation of your moveset, though this would obviously be a much more significant change to how the game works. I think it might help with making the abilties more interesting, though, since it would mean that a platforming oriented ability would still need to have offensive capability - though perhaps not as much offensive capability as one with less platforming utility, which could an interesting tradeoff that just doesn't currently exist when every ability has access to the same overpowered base attack. It might also help to just, make the abilities easier to lose - only losing them at fatal damage in a game this easy means they might as well last forever, so there's never much of a reason to adapt to what you find on the fly.
Arbitrarily locking the power to actually absorb and use abilities from an enemy you've already encountered behind a boss also felt really lame and maybe the worst way to gate progress in a game like this. It actively discourages your from experimenting with each enemy you find and seeing what abilities they grant since most of em just won't grant anything until you hit an arbitrary progression point and get told you're allowed to absorb something now. I'd genuinely prefer it if the enemies just did not appear until after the point in progression where I'm allowed their ability - it'd make things feel much more consistent and give an actual sense of discovery and excitement to finding a new enemy and wondering what ability it grants, which in the current version i only felt for the first few minutes before beating the first boss and seeing that "You can now absorb new abilities" popup. Granted, removing that system would make it harder to have the ability readily accessible when backtracking in earlier areas, since you can't just put the enemies that grant it there without giving the player access to the ability too early, but I feel like there's lots of more interesting ways to fix that than the current system (have new enemies appear in old areas as the game goes on? have a later game upgrade or consumable item that lets you access the ability at will without an enemy nearby? have the same abilities shift and upgrade over time, so you still gain new powers for them over time but will actually be able to know if an enemy grants an ability when first encountering it?)
Aesthetically the game again feels conceptually interesting but flawed. The protagonist's design looks really cute but her sprites just feel kind of off? I think there's some jagged edges and weird shading here and there that needs to be cleaned up. The intro art was really good though, kudos to pie for that.
Level design was really awkward, there's a significant amount of rooms and alcoves that extend for a long ways only to turn out to be empty dead ends. The player's movement also feels just a little too slow for the scale of a lot of the hallways and it was feeling frustratingly sluggish by the end of the game.
The music was very nice, fits the game's tone very well. Don't have anything bad to say there.
Overall I just feel kind of frustrated with this game since the concept feels really compelling but I just did not find much to appreciate about the game. I feel like beyond just more polish and content the game needs more thought on what its central gimmick is actually trying to do for the game design.
Aesthetically pleasing game. I reached end and explored everything. Can't wait to see the full game!
There's a tiny bit of polish missing, but this game has an amazing idea and foundation. I'm not an eloquent person, but if you had just a little more time this would turn into a 15 dollar steam game lol
I love the idea of stealing abilities from enemies and using them as your own. and the art/animation was cool
I have a few complaints though:
- long hallways and frequent dead ends make the game feel empty
- I got stuck in-between some tiles in a falling animation and had to reload. It was in one of the vertical areas leading to the upper left
its nice but the transition make the game feel slugish and slow and overall the transition detector is a bit weird but i liked it overall .Great Job :3
very beautiful game, I'm surprised that a metroidvania with kirby mechanics hasn't been done before
Super well put together , the story is interesting, animations are nice I love the 3 little spins she does when using the drain attack, I didn't run into any bugs, the tile set is clean and consistent and player controller feels nice, it did have that exploration and discovery vibe you want from a metroidvania but I kinda lost that feeling when it just ended was too soon haha, this is a good thing tho because if there was more areas, bosses and stuff to do in general it would def amp the feeling alot. Overall I enjoyed playing it and great job.