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A jam submission

Angel ShellView game page

Anchor the abyss
Submitted by ZahranW (@zahranworrell), KingW
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Angel Shell's itch.io page

Results

CriteriaRankScore*Raw Score
Overall#14.2374.237
Execution#14.6254.625
Metroidvania#24.4384.438
Sensory#24.4384.438
Enjoyment#24.1884.188
Relevance to the theme#193.5003.500

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
The game incorperates the themes of "Absurd Size" and "Defective Generation" in the setting of the game, a megalithic structure, and its main characters, who are both terribly broken in their own special ways

Team/Developer
ZahranW, KingW

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Comments

Submitted

I’m really struggling to come up with anything not great about this. Music was perfect, balance was great, loved the weapon levels. This feels just a few ultra minor points away from a commercial release (being rebindable controls and probably a twin-sticks config by default for the gamepad). My only regret is I couldn’t find 1 upgrade (between the sword and the grapple, it’s in the middle of 3 of the screenshots, driving me crazy!).

I think nearly every “issue” I had, like the slow (initial) movement, gets addressed quickly enough. When upgrading the grapple, it said something about carrying much more cargo and I wonder if that as hint to something I missed or if it just meant I could fling farther. Regardless, fantastic work!

Submitted(+1)

Another expected Zahran banger :P I'm struggling to sort through all my thoughts on this game honestly, its incredibly impressive as a jam entry. Were it just a little longer this feels like something I'd be paying for.

I tried to go for 100% completion, but I filled out the entire map without finding health upgrades II and V. I guess maybe I entered their rooms earlier, but couldn't complete them?  I didn't have any memory of unfinished rooms though, and didn't want to comb over the whole map for them, so I guess I'm leaving this off at 87%.

I had only a couple nitpicks with the game - the first was that it took me a while to get used to recognizing the tiles that you can't grapple to. I wonder if giving the actual cursor some kind of indicator as to whether you can grapple and not just the grapple point itself might make it a little more obvious when you're pointing at something ungrapplable? That'd also be really helpful once getting the upgrade that lets you grapple things offscreen, as right now it can be a bit hard to tell where to aim for those grapples. It also took me a while to realize that some fish were friendly and could be talked to - since plenty of hostile fish stand still I started assuming pretty much everything would kill me if I touched it, so I missed a lot of fish dialogue on my first pass through the early areas (though I think I saw it all by the end). 

I didn't find the map until really late in the game, which lead to a lot of frustrating running in circles. I like the map being optional, but I wonder if a little more could be done to nudge the player in its direction - granted, it seems like there *were* several clues to it that I just, missed, so maybe it's just a bit of a skill issue x)  (It also seems like the NPC who grants it was a reference to something, but I couldn't tell what...)

There was only one thing that definitively felt like an issue or bug, which is that one of the rooms in the shallows didn't get flooded after lowering the superstructure. What made it so odd was that the room next to it *did* get flooded, so there was just, an inexplicable vertical wall of water across the room transition which felt really jank. Considering the room in question is on the required path out of the shallows after opening the blast doors, it feels really odd that this wouldn't have been caught before release, but it'd feel even stranger for it to be intended just due to how janky it feels, so I'm not really sure what happened here.

That's enough on the issues though, onto the good stuff: I kind of love how underpowered the player feels for so much of the start. The grapple is such a good solution to the initial slow movement and feels so fluid and fun to use, and having to unlock the HUD as an upgrade is brilliantly devious. That initial underpowered state also does a nice job of selling the "defective" part of the theme, and makes the final moveset feel that much more powerful by comparison. The world design also felt really good and had a lot of really clever ability gates, as well as some really fun and atmospheric execution of the overall "inside a giant robotic structure" theming. The whole game does such an excellent job of perfectly capturing the classic metroidvania ethos with a very non standard controller (and achieving it under such a short time limit too, though that's perhaps a little less surprising coming from the same duo that made Moonlit :P)

Visually the game is absolutely gorgeous - I love the swaying kelp in the Wound area (which, also, is just such a cool name for an area). All the objects are super clear, each of the areas feel nice and distinct, it's all super well polished. Sound design and music are similarly well polished, everything felt like a perfectly natural fit for its context. I also liked the writing quite a bit, though I feel like I'm missing just enough to not really be able to piece together what actually happened to this place (it doesn't seem like anything particularly points to what actually damaged the structure and caused it to sink, though maybe I just missed something?)

Not sure what else to talk about, honestly. All of the weapons feel really nice to use, and it's neat how the upgrades all feel like full variations rather than strict linear upgrades (though I think the second sword level ended up feeling like a downgrade because of it, the delay on its swing makes it less useful as a shield which was the main purpose i used that weapon for)

Really good game, kudos.

Submitted

This is something. Top tier atmosphere reached with a nice pixel art and music, really good gameplay and design. Really enjoyed it, thank you.

Submitted

Wow, just wow. What an impressively original game! The game mechanics are unique both visually and how they work. The gameplay is easy to pick up and enjoy but difficult to get good at. This has to be a top contender for sure. Congratulations!

Submitted (1 edit)

Really feels the most like a metroidvania of all the games I've played, I have no idea how you guys managed to pull this off within the time limit. I can see this being a full steam release as is!

Submitted




Really peak game tbh. I'm suprised how much y'all managed to make for this game lol. More importantly, I'm surprised just how high the quality of this game is all things considered.

The presentation is genuinely exquisite. Each section had a cool look to it along with a unique feel with the music and colour pallete. Along with the pixelart being visually stunning, I loved how readable the game remained from beginning to end. There were one or two sections where the spikey things on the walls blended a little too much into the environment, but everything else was clear at first glance.

The map was also really well designed. The pace at which I unlocked new powers was fun and there was a solid variety to the enemies and bullet patterns that get thrown at you. Same for the obstacles in the world that block you. The fish and the computer terminals with lore were also cool. The character that you meet that increases the water level also reminds me of the main character from the other game that y'all made in terms of it's looks ( Ballet of steel )

All that said though, I wasn't entirely a fan of the actual gameplay at first. The player character moves too slow in general. I realise that you guys probably did this with the aim to get a player used to the grapple hook and to have them learn what can be grappled to and what can't. However, the grapple hook itself was kinda finnicky to use. I think it wasn't as clear as it could've been whether you could grapple or not sometimes. It would probably help if the mouse icon turned red or had a different icon or something over surfaces that you couldn't grapple to since the sound effect that seems to play isn't too audible.

Once I started to get more abilities though and the drone could actually move faster and had a longer grapple range, movement felt far more fun. I also love how cave story's weapon upgrade system was implemented here. Definitely had me try to dodge as much as I could.

Criticisms aside, this is still a phenomenal jam game. Kudos to the both of you

Submitted

Yeah GG, chefs kiss this is amazing. Great work.

Submitted

10/10 on this one. One of the best from all the entries I have play. Game feel very polished with it visual and mechanic.

Submitted

Wow. Hands down the best game I've played so far. I just spent at least an hour playing it through. Loved the music, the gameplay, the sense of progression, and the visuals. Can't believe this was made in a month by only two people. My only note would be some sort of fast travel system would be awesome, even if they were sparse across the map. Sometimes it would take forever to get from one side of the map to the other. Otherwise, everything was clean.

(1 edit)

I already left a comment on the main page for this one, but wow, I really liked it. It warms my heart to see how much Cave Story has been a huge influence for lots of other people.

Submitted (1 edit)

This is really great! I love so many aspects of this game, definitely underrated. The grapple is fun to use, all the weapons are satisfying and unique, there's a good variety of enemy types, and there's just so much content! I wasn't really sure what my goal was, but I got to 56% completion and had to pause. If I could give some feedback and things I noticed:

There was one enemy I killed (XP dropped) but didn't disappear, I think it was pretty early in my playthrough in Shallow.

I feel the speed of the player could be slightly faster at the start. While the movement speed upgrade was great, I think base speed could be a little faster just so that it's not too tedious and slow.

I'm not too sure I agree with losing XP on hit. I would say it's a little more annoying than fun as it's quite punishing, especially if you're weapon is at max level--just one hit and then it's downgraded to lvl 3 which doesn't feel good. Maybe only lose XP on death? Or ensure once a weapon reaches a certain level, it can't be downgraded?

Moving around in Shallows was quite difficult, especially when there's nothing but ceiling to grapple onto. That one long room with spikes on the floor could probably benefit from some platforms in the middle? Just to make maneuvering more fun while still maintaining that challenge you likely intended for. Maybe there's an upgrade later that I missed or haven't gotten that helps? Not sure.

Overall, I really love this game! The metroidvania aspects are done really well, the combat feels rewarding, and the graphics and audio just added to the experience. Really well done, and congrats! I will definitely come back to continue where I left off.

Developer(+1)

Thanks for checking the game out! I’m glad you find it work coming back to. I think I know exactly the fish enemy you’re referring to, I can’t believe I forgot to do something about him…

A small note about Weapon Levels, level 3 and MAX level are the same! Maybe making it switch to MAX when it’s totally full doesn’t make that totally clear