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A jam submission

EidelythView game page

Combat Focused Platformer
Submitted by Jecyn — 1 day, 14 minutes before the deadline
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Eidelyth's itch.io page

Results

CriteriaRankScore*Raw Score
Relevance to the theme#263.3733.556
Enjoyment#382.9513.111
Overall#462.8463.000
Sensory#473.0573.222
Execution#502.5302.667
Metroidvania#722.3192.444

Ranked from 9 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Theme interpretation and application
We went with absurd size. This was intended to be shown through the difference in scale of player vs bosses. Though only one example made it in, he is a big boi.

Team/Developer
Jecyn Ironedpants

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Comments

Submitted(+1)

I feel like most people have said what I'd wanna say, but I do just want to take a moment to say I'm really really impressed with all the sprite work done here. Its really solid and all of the animations look great. The boss is by far the coolest and most impressive of all the sprite work to me, and while I don't understand the hit box of the black hole attack, I won't deny that it is a fantastic visual and just makes them seem all that more powerful than they already are. I love the sfx of the players sword swing as well. For the first few screens I was just swinging my sword around for fun cause I liked the noise until I had to actually stop and learn combat, and even then, it was fun to just dash back and forth across the enemy, doing a quick jab to hear the noise, and repeating until I was victorious. So all in all, really great work here! Great job on making it!

Developer

Thanks so much for all the feedback and compliments! I agree the big attacks the boss does should've been telegraphed differently, but basically it was meant to be an insta kill, but felt that was too extreme for a demo, so it's technically survivable at high HP. Spoilers ahead, but the proper way to deal with it is to make sure you kill at least one minion. He can summon up to three minions and when there are 3 minions on screen (alive or dead) his next special is always the ult. Any dead minions will be surrounded by a shield aura thing during that time which provides health Regen and immunity from the ultimate attack :)

Also, I really appreciate the art feedback! I'm an artist by necessity since I typically can't afford to pay someone for professional art, but learning pixel art has turned out to be a really great experience and I love hearing that my silly little style of characters is appreciated!

Submitted(+1)

There is a sweet spot with the boss, if you are ontop of the normal enemies you can just dash up and attack for free.  The second attack kind of deals with that, but it only happens twice or so. 
The dash up is an awesome move, but it wasn't intuitive for me and it took me a bit to figure out how to get out of the first hole. 

The background in the dungeon/castle was a little monotonous. 

I really loved the character art and the enemy art. The boss art was amazing and the background for the boss was equally impressive.  Overall I enjoyed it and I hope you keep working on it! 

Developer(+1)

Yeah you nailed it. Standing on the enemies is definitely not an intended mechanic. Need to figure out how to disable collision from certain directions for sure. There is an actual mechanic you may have missed to avoid the big attacks damage that involves the minions though!

The beginning area art was definitely a rush job and I agree it's boring and repetitive. I got so busy with bugs and programming that after the boss area was finished, I just didn't have the time to design a unique castle layout. Though one is coming for sure. 

I plan to really build on this games foundation and push the combat to the extreme in the future. Thanks for your feedback and time spent trying it!

Submitted

There is a sweet spot with the boss, if you are ontop of the normal enemies you can just dash up and attack for free.  The second attack kind of deals with that, but it only happens twice or so. 
The dash up is an awesome move, but it wasn't intuitive for me and it took me a bit to figure out how to get out of the first hole. 

The background in the dungeon/castle was a little monotonous. 

I really loved the character art and the enemy art. The boss art was amazing and the background for the boss was equally impressive.  Overall I enjoyed it and I hope you keep working on it! 

Submitted(+1)

Ok, I managed to get till the boss. The actual bossfight itself is actually pretty sick.

I love how you also have normal enemies spawning. They definitely kept me on my toes. That said, I think my biggest problem with this game is that you really can't tell whether you took damage or not. Some sort of damage indicator like a sound or screenshake or something would definitely help. This also applies to the normal enemies since it was hard to tell if I took damage from them.

I also thought the actual attack range of the boss wasn't really clear at all. I kept taking damage from his shockwave attack since I couldn't tell how it worked and how I should dodge it.

Still, this game definitely has some cool art and the mobility of the player did feel good to play around with,

Developer(+1)

I completely agree, as do most people here commenting, that I needed a proper take damage animation and it honestly slipped by me. Would've really helped with feedback. Thanks a ton for playing though and glad you enjoyed it!

Submitted(+1)

Nice game with great art. The combat system is pretty nice, probably needs more features (fun boss fight at the end)

and add an indication that the player has been hit

Submitted (1 edit) (+1)

he has no thoughts

Submitted(+1)

Cute game! I am a knight enjoyer and the prince is cute. :-) 

I'm a bit irritated by the movement controls though, specifically the jump button. Since you're using the WASD and mouse control scheme, and the W key has pretty much no use other than deciding your dash direction, I feel it would've been better to map W to jump and make the player's dash direction dependent on mouse direction. Alternatively, ditch the mouse, go for arrow keys as movement, Z to jump, X to dash, would be significantly more convenient. Also, the boss is a bit............ tanky, especially considering how you need to jump-dash to hit them. But I like the little prince. ;-) 

Developer

That's an interesting key bind setup. Feels very old-school so maybe I can add it as a bind preset!

 The boss does come down after you deal with his ultimate attack properly for you to wack lol. But seems I may have made the summoned knights needing to be killed to spawn the bubble shield to block the big blast attack a little too vague to understand. The idea was to encourage the player to explore the fight as it went and discover the knights being spawned were more than just an annoyance, but actually a safety mechanic.

I really appreciate your time and feedback! Eager to try out those binds myself now

Submitted(+1)

fun game just stop one hit spamming in future games and add a heal system or something would fit well and if possible and some juice and feedback (lots )

Submitted

Very nice tutorial. Awesome graphics, gameplay, even controls. Only issue is the view being too big for my screen; but maybe I need to treat myself to a new monitor. I enjoyed the music to begin with but it didn’t loop back.

Developer

I wasn't too sure what resolution to set it to on itch's side. But good to know. Ill make sure to go smaller next time and just allow full screen. Thanks for the feedback and compliments!

Submitted(+1)

I think you did a really good job! The platforming was solid and the animations were really great. The final boss was really cool and well done. I think a little more feed back when taking or dealing damage might feel good. Nice work!

Developer

I totally agree. I kept pushing back a take damage state because I feared it would be a pain to introduce something that could basically rip you out of any other state. But it really does feel a little stale without it

Submitted

Not sure if this is a softlock or not, but I'm unable to really do anything from this point

Developer(+1)

I should've made it more clear there, but use the right mouse button or left trigger on controllers to dash up and out of that pit! Was meant to be a way to teach it alongside the text above describing air dashing. I'll make sure to make it more understandable in the future:)