Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
A jam submission

BLOODSTROKEView game page

An action-packed mini metroidvania
Submitted by Bad Piggy (@BadPiggyproduc1) — 1 day, 13 hours before the deadline
Add to collection

Play game

BLOODSTROKE's itch.io page

Results

CriteriaRankScore*Raw Score
Execution#133.5523.552
Enjoyment#183.5863.586
Overall#243.3313.331
Sensory#283.3793.379
Metroidvania#333.2073.207
Relevance to the theme#482.9312.931

Ranked from 29 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Theme interpretation and application
The story of the game follows the theme " Defective generation "

Team/Developer
BadPiggy, Viho!

Leave a comment

Log in with itch.io to leave a comment.

Comments

Submitted(+1)

A very solid and impressive action-Metroidvania that I sadly couldn't really enjoy to the fullest due to the constant camera swinging. The soundtrack was top-notch and definitely some of the best music I've heard in the jam so far. The graphics were somewhat basic, but did the job - the player sprite worked well in the simple 3D environment, and I quite liked the use of paintings as a minimal yet effective basis for different enemy designs.

I really liked the way the game communicated the story through a combination of sparse notes and environmental storytelling. Becoming able to see the trapped souls escape from the paintings after the eye upgrade was a really clever reveal and big "wow" moment from me. The little twist regarding the player character at the end was also pretty cool, and the story did a good job building up to the final boss. 

One of my favorite things about the game was definitely the sheer amount of mechanical depth for such a relatively short playtime. Every action felt like a tactical choice, from prioritizing enemies to choosing between attacking, kicking or dashing. I almost wished the combat was a bit slower-paced just so I could have had more time to make better decisions, but there's definitely a lot to master (no pun intended) here for speedrunners!

The player attacks had a nice sense of impact, although the hit stuns and apparent lack of iframes meant it was sometimes easy to find yourself at the receiving end of annoying combos from enemies. Funnily, I found the final boss to be one of the easier fights in the game, since his attacks were fairly predictable and he didn't swamp you with throngs of minions like some of the other encounters. On the other hand, I feel like the first boss (the giant painting) was made needlessly harder by the forced camera lock.

Unfortunately, as mentioned earlier, both combat and exploration were made much harder for me by the constant camera snapping, as well as occasional bizarre forced angles in certain areas. I often found myself not being able to go in the exact direction I wanted to due to not being able to angle the camera just right. I think the game would have worked better with just a regular free-looking mouse camera, and support for gamepad joysticks would probably have helped a lot as well (or perhaps it's just my gamepad that wasn't supported).

Overall, even despite my issues with the camera, I had a lot of fun discovering the game's story and figuring out the combat. Excellent job!

Developer (2 edits) (+1)

Thank you so much for playing and for the feedback

Apologies for the camera. My main aim with this game was to make something like DMC 1 or DMC 3 in a way. That included having a combination of free camera movement and also fixed camera angles to better accentuate any and all environmental storytelling and just to show the environment more cinematically in general.

That said, I definitely could've done a better job at actually making those fixed angles easier to move through. I thought I fixed the issue where your movement would get adjusted when the camera moves between free look and fixed mode, but I suppose I didn't actually cover it as well as I should have. That issue still seems to persist quite a lot based on what everyone has said so far.

Glad to hear that the story was somewhat comprehensible lol. And I'm sure my composer is happy to hear about the music. He definitely made some great tracks.

( Also, the game doesn't have gamepad support. I myself don't have a gamepad so I couldn't really test it )

Thanks for playing and for the feedback once again :)

Submitted(+1)

Once I understood it, combat was really fun! The only issue I had was that it was sometimes easy to get lost. I also really enjoyed the lore

Submitted(+1)

Nice work! Bummed there was no gamepad support, I think it would have played really well. I played the download version but it was still really twitchy with the mouse, using IO to turn was much nicer but the controls felt, unusual. Still, made it to the end, I really appreciated the checkpointing. Combat was awesome, would love to see this expanded, maybe even with some more ambient enemies and puzzles to kick them around.

(+1)

Didn’t get to participate myself this time, but wanted to check this game out since the WIPs in the Discord looked really promising.

Really cool! I wasn’t convinced by the combat at first, but once the kick was unlocked, it became very satisfying, especially with the focus on large groups. Tying your healing mechanic to (imo) your most fun mechanic is a good idea, because it really incentivizes players to focus on it.

The world design was solid too, it felt very “guided” which is probably sensible given the focus on combat and the simple environment. My only complaint about the level design is the “wait for the purple lasers to go away” hazard was a bit overused, it stopped being interesting pretty quickly without any real twists on it. I liked how you looped back to the start at the end, that’s a classic.

Aside from that and echoing some of the earlier comments about camera jank (the fixed camera sections were a bit disorienting at times), nothing complain here, great job!

Submitted(+1)

Screenshot_20260618_080656.png

Wow, this is awesome. I really enjoyed this one.

I love how you make mechanics that give you different modes of play during combat. As soon as the kick was added, it gave every combat a “slash and dodge” mode and a “find guys to kick so i can heal” mode. Interchanging between those two distinct modes, and then eventually getting good enough to weave both together felt really good. I really like that healing requires staying in the fight and playing even riskier.

Using the slash dash for AOE and chaining together slash dashes on enemies felt super good as well.

I didn’t have any problems with the camera, but I mostly used the lock-on for combat camera and only used the mouse for the exploration in-between.

(spoilers) I really liked the lore touch of the souls coming out of the paintings once you get the eye. I also loved how the final boss arena is back at the start. Idk how to describe this but it’s really clever to remind the player that they’re back at the start by using a blue ‘soul’ note in the same spot. I might not have noticed that the game ended where it began without seeing the old note next to it. It’s a really clever way to remind the player that this is where it all started.

Killer music too, kudos to Viho!

Really great work, one of my favorites in the jam.

Submitted(+1)

I don't think I've ever played a game that controls anything like this (in a good way). The combat feels really good, and if you were to add couple more moves I could see myself really getting into it. I would agree with some of the other criticisms of the mouse sensitivity, but controlling the camera with the keyboard felt good. I'd be really interested to see if you do anything else with this!

Submitted(+1)

Excellent game. I think we were all looking forward to this one. The art and atmosphere are great. I hope you do more with it post-jam. 

Submitted(+1)

Loved how it's a 2.5D game, the art and aspects are really well made! Felt that there was still some mouse sensitivity problems even on windows mode, which I think coupling with the camera mechanic makes it really disruptive, also if you're unlucky there's a chance of getting really beated up by enemies combing together. But putting aside these are my only critics because overall the game is really good! I loved the combat and how smooth it was pairing up with good animations, it feels great! having a locking system on a game like this really makes a difference and it shows, it was really fun!

Submitted(+1)

Nice game take me about 15 minute to complete. Overall combat flow very nicely. The only complaint I have is the camera but overall it's a good experience.

Submitted(+1)

the game feels amazing! the areas may look like a prototype but the whole thing is still feels so polished.

some critiques
camera is very annoying
 

yep i cant think of anything else


the game was fantastic apart from when i got soft locked but i plat to continue it!

Developer (1 edit)

Thanks for playing :)

If I may ask, where exactly did you get softlocked ?

Submitted

check the mvm dc generl chat

Submitted(+1)

Damn you do a LOT with 2D textures in a 3D environment. The combat abilities are very creative too! A lot of people mentioned the camera being too 'jerk'-y, which is definitely yeah I see that. One thing I don't see people talking about (probably a skill issue on my behalf) is that you can get combed pretty hard and lose a lot of health without being able to escape. Otherwise overall this is very solid.

Submitted (1 edit) (+1)

The combat looks and feels great! I had a little trouble navigating but I enjoyed the pieces of lore spread throughout the world. Nice work!

Submitted(+2)

The game-feel is top notch! I loved the combat system and the animations have JUICE!!!

But the theme integration was a bit rough and the camera controls were a bit confusing

Regardless the color scheme and art directions were really well executed

Submitted(+1)

That was insane! The art direction worked so well with the frenetic combat you designed. Like others, I didn't love how the camera felt, but I didn't hate it either after getting used to it. 

Submitted(+1)

Loved how fast paced the combat was, and the music complemented that perfectly, the camera feels way too strong though, I feel like it would've been better either fully uncontrolled or with fixed angles 

Submitted(+1)

Very good game, I really enjoy it. The only thing that I dint like was the control of the camara with the mouse but it didn't mater a lot because it can also change it with the keys. Good game man. If you can play my game I will really appreciated. 

Submitted(+1)

everything good but the  camera is too responsive in my opinion like its very hard to get it to rotate it and see what i want to see 

Submitted(+1)

The combat system of this game really jives with me. If melee was its own category this would be a 5 star hands down. Dash strikes feel incredibly smooth. I don't really have any critiques besides adding more detail to the environment, but that was clearly a triage choice given the time limit. And as a player I'm happy that you chose to focus more time and energy into the combat system.

Submitted(+1)

I really like the combat mechanics! The dash slash is very cool and satisfying, and the mount and kick is really unique! I also love how it heals the player if you hit the enemy against the wall or against other enemies (even if it doesn't make sense lol). This encourages you to actually use the technique in combat rather than spamming dash-slashes in large groups of enemies. Although, I think it was a little finicky, but that can be improved with polish. The movement and camera perspective was also unique and not too bad to control. I would have liked some more variety in the exploration since a lot of it feels like long hallways. I also think some enemy attacks could be telegraphed more. For example, the triple shot things were hard to predict when they would shoot, so I couldn't really figure out my window to attack. But I liked the "metroidvania" mechanics with the eye allowing you to see more platforms and the dash slash acting double duty, allowing you to also break down walls.

There's lots of great stuff here and the presentation is solid! Congrats to you both!