Extremely interesting little prototype which definitely has the potential for a project with larger scope. You've absolutely nailed the movement of the whale in this game. It has the right amount of weight to it where simply moving just feels fun in and of itself. ( Reminds me of " APE OUT " in that regard ) Especially love how weighty the atomic breath feels as well. Feels just as heavy as godzilla's atomic breath.
Also loved the fact that there wasn't a map and that you were effectively following a sonar point so to speak. Definitely something worth designing around if you come back to this game.
That said, I don't think the player's hitbox was as clear as it really should have been. I'm aware that the whale's shape isn't uniform, but I think this could be refined a little more. I also thought that the boss should've dodged away by a longer distance. I kinda ended up stunlocking it a bit without even moving much.
Still, this was a pretty cool experience all things considered. Great job on this
Play prototype
MAGELLAN's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Execution | #6 | 4.000 | 4.000 |
| Sensory | #9 | 3.952 | 3.952 |
| Enjoyment | #10 | 3.857 | 3.857 |
| Overall | #10 | 3.676 | 3.676 |
| Relevance to the theme | #15 | 3.667 | 3.667 |
| Metroidvania | #44 | 2.905 | 2.905 |
Ranked from 21 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Theme interpretation and application
Absurd Size: You play as a giant sea monster.
Team/Developer
winterbraid, Ourson (thumbnail, monster concept)
Comments
Thank you for giving the game a shot and for your valuable feedback! It's definitely a tough balancing act making a game where you essentially play as the final boss.
I knew I wanted the player to be the one dealing contact damage, but coupled with the fact that dashing gives you iframes, the game definitely ended up on the easier side. I did give the drone boss itself a lot of iframes just so it wouldn't get obliterated too quickly, which is another design choice I'm not too happy with. At some point I gave up on trying to make the game balanced and just put out whatever I was able to finish.
I do plan on adding another boss after the gamejam who I hope might be a bit more challenging, though I'm not yet sure how this will be done in practice without either nerfing the dash, or introducing a new category of enemies who don't take contact damage.
Cool game! The art and sound design are amazing! Especially I like the laser gun and the animations of the main character. I want to play the full version of this game! (I was just getting into the swing of things when the game ended).
Really cool little game! You did an amazing job of selling the scale of the monster, the ships looking so tiny next to it and the large amount of screen space taken up do such a great job of making it feel unimaginably huge. The minimalist visuals work really well for that too I think, the monochrome black on blue makes it feel like you're just watching shadows under the water which gives it a really nicely ominous mood.
Controlling the monster is a lot of fun - I like that every part of it is able to deal damage, slapping down ships with the tail was really satisfying and the most fun I had in the game. The boss took me out of the immersion a little bit with its long invincibility periods and ridiculously large flamethrower blasts, but it was a fun fight gameplay wise, so I think I'm willing to overlook that :P
I only really have two nitpicks - the first was that the really long chargeup on the breath attack made it feel a bit infeasible to actually use in combat, especially with how easy it was to sink ships by just ramming into them. I feel like it should be reduced a little so the attack actually feels viable to use outside of its arbitrary gates. The other nitpick was that the radar ping sound got a little grating by the end, though that one really is a nitpick as the sound design was in general absolutely brilliant and really helped create this desolate feeling. The kind of ominous pinging is definitely helping to contribute to that, so I wouldn't say to remove it completely, but maybe it needs a little more variation, or to be used a little more sparingly, if the game gets any longer.
I'm honestly not sure where this could go as a longer game - even as short as it is, it feels like a really complete and cohesive package as it currently stands. I suppose a bit more narrative could be interesting? Idk, I'm curious to see where this goes. It's definitely by far my favorite game I've played in this jam so far, really good work.
Thank you for such generous words! I was honestly not confident about this project at all, so I'm glad that you enjoyed it. I think the ping effect can definitely be toned down outside of boss battles (it's actually part of the BGM). I'm also not happy about how long it takes to charge the laser, I think it can definitely be faster, plus maybe the ability to shoot a weaker projectile from a partial charge.
There wasn't actually that much more planned for my "ideal" vision of the game: mainly a few story cutscenes, a second boss, and the player character visually changing with each upgrade. I will definitely try to submit a more finished version of the game for the Super MVM!
(By the way, I'm really sorry I never got around to review you back for Super MVM 31! 😢 It was unfortunate that the vote period overlapped with the normal MVM, plus IRL stuff and me having a near breakdown while working on Magellan.)
I'M A FISH! <(o⋯)><
Overall, it's cool, even considering I played on the keyboard. It was acceptable, albeit unusual. I liked the dashes, but at the end, I'd have liked a bigger enemy (boss) to incinerate with my newly acquired laser. I like it.
I really enjoyed this! I love the way the whale(?) moves. The procedural animation is super well-done. The breath attack was such a nice surprise. I read the tutorial text on the itch page and misread “breath” as “breathe”, and assumed it would be something related to coming up for air. The actual ability was so much cooler, loved the SFX and animation for the breath attack.
I really enjoyed the boss’s attack patterns. Specifically, I liked the variety between the projectile patterns, and I also really like the attack where the boss shoots a thing in the middle that summons the big cross pattern of projectiles. Having a boss’s attack emanate from a source other than the boss itself is a really cool idea.
I really enjoyed this prototype, great work!
Loved the experience!!! The breath ability might be my favorite powerup ever! The sound had the perfect ambiance, and the attack at the end was well staged lol.
Hope you get the chance to add more to the game, you have a great start here!
This was so good! I wish there was less linear sense of progression but I think that could easily come from more. Hint, please make more. Would love to see this as the game form of Gojira’s From Mars to Sirius album.
Cool prototype! I liked the minimalistic art and thought the whale's animations were very fluid. sound design was really good, too and added a lot to the game feel. On that note it's hard to make movement that's slow feel good, but this did a great job on that front. The movement was never frustrating, but it did a lot to sell the size of the monster you're playing as. I'd love to see more from this, since I felt like the game was just getting started when it ended.
Thank you! Balancing the "giant" feeling of the movement was definitely my biggest headache throughout the development, and the main reason why I didn't really do more with the game (not because it took so long to make, but because I didn't feel confident that it was even gonna be fun at all). I personally like faster controls, so this was definitely out of my comfort zone and honestly felt way too slow for me. But I guess those things are always gonna be subjective!
The player movement was awesome and very unique, I had to try on a controller and it felt even better. The game was short but the core gameplay was fun and felt polished. Great job!
The style and procedural animation looked really good! I would love to see the game expanded on.
This is really cool. I think I would've liked just a little more to explore after getting the breath attack, but what's here is just a solid bit of fun. I find all the sound effects to be very satisfying, especially when damaging enemies. There's something about that slightly muted thud that just makes defeating enemies feel very fulfilling to me. The breath attack is cool, if a little under utilized. It took me a second to figure out the timing of it, though. The sound cue can be a little quiet in the heat of battle and the visual cue can be a little subtle between the start and end of it even when paying attention to it until you really get used to it, so it was hard to judge when I was done charging at first. I think maybe having a little white orb pop up in front of the player at the end of the charge or having the ring on the players head become a solid red/white color could help in that regard to more immediately indicate "hey, you can fire now".
Outside of that though, it was pretty fun. Didn't feel too difficult, the boss fight was nice and fluid for the movement options available to you, and the more atmospheric music was pleasant and provided a rather calming vibe to me as I dashed through the foes who have invaded my home. Well, I assume its my home. and even if it's not, it is now. Not like they could stop me. All and all, good work on releasing the game despite the circumstances you were under!
I found it very creative to control a whale and fight robots. I really enjoyed the boss fight and the whale's laser attack. :)
The minimalist presentation really works well and I liked that boss fight. Its was fun and unique, wish there was more gameplay. The environment did seem indistinguishable when traveling around.
Thank you! I was aiming for a "Godzilla" kind of feeling with the charge time and movement debuff of the laser, but as a result it's probably a bit too slow and clunky to use. The whole game was basically a balancing act between preserving that "absurd size" sense of playing as a monster, and making the game actually fun and responsive to play. I might lean towards making the monster a bit more agile in future updates, if those happen. :)
The audio and graphics were inspired, they immediately got me interested in the game. I would've appreciated the ability to just move toward where my mouse was, but I can see how it would work a lot better on a controller. Either way, I'd love to see more of this project because of how great the sensory experience was, if nothing else.
Thank you for your kind words! I had big issues with motivation on this project, since the slower and more deliberate style of control just wasn't really my kind of thing, in addition to spending a week being sick. So, I'm really happy that some people had fun with it.
A few things I had originally planned didn't make it into the gamejam version, such as: a second boss, story cutscenes, and visible effects of upgrades on the monster's body. I might try to submit an updated version to Super MVM that will be closer to my original vision.
For the time being, I used the grace period to push a few minor updates, including some additional audio and visual feedback, as well as an ability to reset the save by holding R!
I enjoyed the simple visuals and the way the tail flicks around to follow you. Holding X to use breath wasn't working, so I assume the prototype stops there. All around, cool stuff.
Thank you! It's really weird that the breath didn't work, did you beat the boss and get the message telling you how to use the breath? The directions in the game aren't very clear, but you're supposed to follow the pulsating rings for objectives. You can also use the Esc menu to rebind the breath to something else, if X doesn't work for you.
Either way, I've updated the game a bit in the grace period, adding a bunch of additional audio and visuals, in case you feel like giving it another shot!



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