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cerbokosmos's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Relevance to the theme | #49 | 2.917 | 2.917 |
| Sensory | #50 | 2.917 | 2.917 |
| Metroidvania | #54 | 2.750 | 2.750 |
| Overall | #54 | 2.700 | 2.700 |
| Enjoyment | #62 | 2.583 | 2.583 |
| Execution | #67 | 2.333 | 2.333 |
Ranked from 12 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Theme interpretation and application
I choosed Absurd Side Effects, then I interpreted it by making armor crafting produce some strange side effects, like rotated/zoomed out camera, make gravity lighter, or make the player small.
Team/Developer
T4rmyn
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Comments
I loved the style! The game has a simple but fun gameplay loop to get stronger. The only issues that I had were that I was not used to the controls and that I did not experience side effects after equipping the armor. Maybe I am doing something wrong?
The game has a wonderful look and the absurd side effects really stood out! The controls are a little odd like the mouse cursor to change directions and the combos but I think this is because you had other things you wanted to add like more combos and maybe mouse-based directional attacks. The game already has a lot of great stuff going on though like a crafting system and the unique armors so it's not too surprising if you didn't get to fine tune everything lol. Nice work!
Yeah, I might be a little too ambitious on all of the systems involved, just grateful everything came through at a passable state at the end lol. The inspiration itself for all of the gameplay systems are the Monster Hunter series, so I’m thinking this as a “MonHun but 2D and Metroidvania” concept
I am absolutely in love with the art and character design of this game. Seriously, find me a more unique art style. I don't think thats possible. It also meshes so well with the game mechanics. super impressed with this one!
Thank you as well! The art direction itself is purposely like simple enough for me to churn it out a bit fast yet still is distinct (tbh spriting for this is how i learned how to do walk cycles lmao)
Woah, this is such a good looking game! Even with just two colors the amount of detail you have makes this world look great. The only thing I didn't really like was some of the controls. WASD movement is fine, but then Space to slide and C to jump irked me. I think this was mentioned by someone else but some of the velocities are a little odd, like while attacking you move backwards and it's hard to gain x-velocity while jumping (that's not so bad though). Overall I think the game is cool though. I wonder, with how awesome you've made things look with just two colors, what would happen if you had an even broader palette.
Thank you so much! Yep, the controls and some of the movements are a bit weird, that’s gonna be something I need to improve on. But yeah, thank you for the review! I purposely tried to restrict myself to 2 colors both for simplicity and ease to make assets for haha, but then i tried with tweaking the things like the glow, bloom, parallax, etc to make it not too bland
Loved the art and the designs! I'm really curious to know how you made since it looks like a classic! I think your interpretation for absurd side effects was really creative and interesting, normally the ideas around this theme gravitates toward effects on the main character, but to be used on armors was really fun! I only have some points that would like to share.
- When I learned about the skill points I had five points in total since it was early in the playthrough, distributed them but my skills only registered three points alocated, then when I tried again I noticed that if you try attributing them to STA the point isn't counted and you end up losing it;
- I took sometime to understand that the button on the left of an item was to equip them because I thought that it would be by keyboard since they were small, maybe an skill issue of mine, but I thought it was a symbol to indicate that it was something able to equip;
- Was able to cheese the holtacas by being positioned a little to the front of their leg or after attributing only in STR;
- I felt that the range attack was short the same way abhimonk felt;
- I think the item that makes you tiny wasn't working, played the game three times to make sure it wasn't an event.
But overall the game is pretty good! I find it so neat that you made crafting possible in the game! It was incredible when I noticed that you had it, an armor system and a skill points system, that was really unique and charm to your game, I've been playing some games from this jam and currently yours is the only one that I saw implementing these aspects, such a great idea! I only pointed those items above because when I like something I want to see it go well, so it would be really nice if you continued working on it post jam, updating and exploring the game a little more would be interesting, maybe adding some sounds and a little track would up it even more! you have well established base for a good game! and please, would love if you would share with me which program you used to make the art and how you made the green pop so well , it's beautiful!
Thank you very much! The art program I used for this (and pixel art in general) is Aseprite, very neat program for doing pixel arting. I didn’t have enough time for doing some music or sound effects but yes, it’s definitely could be a big improvement. I had a little piano jingle ready but it didn’t fit the theme too much so i scrapped it lul
Overall, thank you again! Hopefully I’ll have enough time to work on this to flesh it out haha
Edit: I figured out why the scale side effect cannot happen, I do the effect randomizing as a random integer between 0 to 2, instead of something like from 0 to len(side_effect), while the side_effect array goes to 3, so the scale effect will never be applied T_T
I also use Aseprite! It's fantastic, was the popping color effect using the base aseprite or was it with an extension? i found one on itch that had neon effects and I'm really hyped to use it eventually.
And I got you, we had short time for sounds and tracks too, we were able to put some, but it's in the plans to update it! Sometimes even if you have a month life happens and there's always something that you could have polished or implemented on a game jam project, I had a lot of ideas that I wanted to put but couldn't haha
Dang, that problem makes sense! Will you make the scale effect in another way then maybe?
You're welcome! I would love to play again to see the finished product, it has potential! If you do update it could you please notify me? If you remember?
The popping color effect is specifically Godot’s WorldEnvironment node, in which i tweaked it so the colors glow a bunch haha, the original assets are just standard pixel art
Very cool! Once I realized I could increase my stats, it felt good to return to the big monster and beat it easily. The art style is really cool as well.
The attack felt a little stiff, it felt like it needed a tiny bit of forward momentum. The second hit of the combo had that, but the first hit scoots you back it seems, which made it tough to actually hit enemies without being directly on top of them.
I also tried crafting the Shulk amulet and the big dog’s armor piece, but it didn’t seem to make me small enough to pass through the small gap. I saw the ‘absurd side effect’ of making the camera zoom out though, that was pretty cool.
This is a neat prototype, would be cool to see if you choose to work on this more!
Thank you! The funny thing, the attack forward momentum thing was also pointed out by a friend of mine as well lol, you’re not lonely in thinking that. Also yeah, the side effect thing is a little bit poorly implemented in there but glad you enjoyed it nonetheless, Thanks for the input!
I loved the art style and the overall idea of this prototype. The gameplay was a bit wonky and as mentioned elsewhere, the hitboxes felt weird. But I enjoyed the game and the features here. I couldn't quite figure out how to slide into one of the low areas to get to a box though. Would love to see you working on it after the jam!
Oh yeah, there’s definitely a case of wonky hitboxes in my game, and the way your’se supposed to get into that crevice is actually by crafting an armor that will make you small by a random chance side effect system (also another wonky design decision by my part lol), but thanks nonetheless!
I really like your visuals and the overall game feel! The hitbox of the player and hurtbox of the lizard felt a bit off, I have to get way too close and he deals so much damage.
Still, good job! :)
Yeah, I still need to figure out good hitbox & hurtbox designs (and combat in general tbh), but thank you for playing!