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Beneath:UP's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Execution | #19 | 3.364 | 3.364 |
| Sensory | #20 | 3.545 | 3.545 |
| Enjoyment | #26 | 3.273 | 3.273 |
| Overall | #26 | 3.236 | 3.236 |
| Metroidvania | #31 | 3.273 | 3.273 |
| Relevance to the theme | #57 | 2.727 | 2.727 |
Ranked from 11 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Theme interpretation and application
absurd - size -> the game takes place in a megastructure where you have to reach a giant tower you can always see in the distance
Team/Developer
Atanii, only me
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Comments
I loved the environment design! I also appreciate how difficult it was to get lost. I just wish that combat was more fleshed out.
Thanks! :D
I've started the jam a little late and had to rush unfortunately towards the end.
cool little concept. Looks like the foundation a good game. I liked the stats at the end.
I just wished I could have walked into a portal or something that would officially end the game.
Thanks!
Assuming this would be a full game, I'm not 100% sure how I would end it but I think I would add some specific, maybe a scenery showing what lies beyond The Great Lift that could be both a non-vague ending and maybe a chance to make a sequel if things go that way.
The aesthetics in this are so good, incredible work!! Love the crunchy lowpoly vibes, and the music really helps sell the atmosphere :D Running around in the tight corridors trying to scan every hallway for bad guys in the maze room was actually really fun too. The way the Great Lift opens up into a dazzling white void with your results is super epic and a great send-off to the adventure. I appreciate that the world is designed so it's very hard to get lost for long, there's always somewhere to go right ahead of you! I must've missed the abilities besides the double jump, but I'd love to go back and find them in a second run. :) Way to go and congratulations!
Thanks for the feedback, I'm glad you enjoyed it! :D
I have some experience with getting lost in metroidvanias and other games...for a long time...before finding where to go so the relatively small map size definetely helped me avoiding that, altough I wanted bigger / more areas to explore with more optional stuff, I couldn't fit it in before deadline.
I found the main character very charming, and the overall vibes were very well done. I loved the sense of isolation that the music brought as well. Enemies shoot through walls sometimes and there wasn't much of an indication that I was being hit aside from hearts disappearing. Overall, I had a good time
Thanks! :)
Environment looks nice
Thanks! :)
I love the art and the low poly feel reminds me of doom which i like and the exploration is really good but i think it needs a clear goal (probably on me not reading the start text, i do that a lot as i am not a fan of story dump at start if it had the key info sorry ) and like maybe make the enemies a threat and not a complain who hits sometimes also the health pickups dont give me extra health its weird like i picked 2 but only got 1 health increase is it a bug or am i just druck ???? anyway a good game indeed :3
Thanks for the feedback!
The health pickups that increases your max life should have a "+" sign drawn onto the center of the hearts, the others are healing pickups. They "should" work but there can be always bugs :D
i played through it twice and had similar prob about health pickup the 2nd time i can say with 100 percent certainty that i had taken 2 hearts but only 1 of them increase my health and anyway as i said love your asthetic and vibe and art
I am most impressed by the 3D world given the time constraints. The areas were fun to explore and not too complicated that I got lost. I did notice that some of the walls did not fully block the player allowing me to exit the map and also avoid the fence blocking me from the ending. So I managed to speedrun the game in 46 seconds lol. I enjoyed the game, great job
Thanks! :)
the style is really nice and the environment design is really good, but it could really do with some audio settings. I also noticed that the enemy projectiles went through walls and I am unsure of if that was intentional
Thanks!
I hope you still enjoyed it. I started a bit late and had to rush up development after a while.
The "ghost projectiles" was something I should have fixed but then forgot :D
I liked it. I think the music is a bit rough in places, mainly through the tree area as it starts really strong there and it can be a lot. The camera is a bit loose and seemed to jerk in places and I don't know why. The power ups were a bit of a mixed bag for me. The glide was the best, even if it was a little underutilized from what I played. It incentivized me to go back to an area I had seen earlier to go pick up a power-up for my character, rewarding my curiosity and attentiveness which is a great feeling to have. The double jump... This might sound weird, but I think I would've preferred to have no jump at all in the beginning and the double jump power-up to just be a big jump power-up instead. Your main jump isn't really getting you anything, so most if not all of the platforming is done through double jumps, which at that point, it just kinda feels like it should've been one jump that has a variable height. The wall break power-up kinda did me nothing, I failed to find anywhere else to use it outside of the spot where you get it to exit the area back to the hub. Admittedly, I do feel like I might've missed something since the end says I found 17/50 fragments, so if there is more I've missed, I'd be happy to come back and play it again to give some more updated thoughts.
But, as it stands now, I'm just left a bit wanting for something a bit more out of it. But for doing this solo, I still gotta give mad props to what is here. Fighting enemies is a bit jank, but I'm more than willing to look past it purely because they can attack each other. It is so fun to run around a group of them and slowly hear them go down one by one due to their own attacks. It's very funny and surprisingly satisfying. Despite wanting the jump to be a bit different, it still helped me to be curious and explore areas I couldn't before to see what else I could find and I ended up doubling back in an area I thought I had completed only to find out there was still more I could explore which was awesome. So good on ya.
Thanks for the detailed feedback! :)
I myself knew this is gonna be janky so I was worried it will be "too janky" to even enjoy. I really appreciate you found some fun - and especially fun exploration even though there wasn't as much as I wanted :D
I've started the project on 30th of May so I was a bit late unfortunately. Originally I wanted more optional areas and a boss fight giving you a key to get to The Tower and some other powerups, eg. grapling hook, laser projectile...
There were some things I've done the first time, eg. CSV for some data - Godot trolled me there with the CSV with some game export nightmare - or using Blender as level editor with lots of placeholders and stuff, then using a postimport script making an actual level from that automatically.
After realizing I didn't have much time to finish, I've tried to cut my plans in a way that I can still make a game that's playable from start to finish, this was the strongest priority.
This resulted in "some" jank and prototype feeling which I myself feared, since playing through the game I myself got some strong "yep...this is unfinished and rushed" feeling.