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Forsaken's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Metroidvania | #18 | 3.571 | 3.571 |
| Overall | #40 | 2.943 | 2.943 |
| Execution | #44 | 2.786 | 2.786 |
| Relevance to the theme | #50 | 2.857 | 2.857 |
| Enjoyment | #57 | 2.714 | 2.714 |
| Sensory | #58 | 2.786 | 2.786 |
Ranked from 14 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Theme interpretation and application
Abnormal Sizes : The player explores a forest around an abnormally giant tree. The creatures they fight also fall under this theme as they all have abnormal sizes (either being extremely large or having disproportionate body part sizes)
Team/Developer
euhedral
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Comments
Really well done :)
Very cool game, especially considering that this is a jam project! The visual style, lighting and variety of biomes with a unique atmosphere for each of them are truly impressive. The music perfectly complements the picture, especially in the menu and the "cave" location. I also want to separately note the excellent implementation of the save system and the nice mechanics of the dash.
Overall - great work! Thank you for a pleasant gaming experience, despite the fact that the castle turned out to be a bit too difficult for me
I really liked the art and lighting. The only exception was the jumping sprite, which resembles a creeper face from Minecraft. I know it isn't, but it pulled me out of the immersion a little.
I loved the enemies, both art and their movements, but they had a little too much HP for the attack. It seems like you padded the HP a bit to make up for it, though.
The music was lovely and fit with the art and game style.
Ooooh I liked that you had quite a few bits and bobs in the player movement like coyote time, buffered jumps and variable jump heights. I do think there were a couple design decisions you could have made to make things even better. One of them is more save points, especially before a boss or difficult area or something like that. I think sometimes pixels were at different sizes which looks a bit uncanny. And more clarity with when enemies or bosses are about to attack would be awesome. Overall I do like the ideas in this game a lot!
Thanks a lot for playing!
As you can probably guess, the player controller was made early on when I had a lot of time and the others... you know how it goes. I was definitely thinking about the save points issue especially when I was playing your game! I didn't have a realistic idea of the difficulty, and I guess that's the importance of playtesting!
I definitely plan to revisit and address these issues alongside refining the visuals for more consistency and better telegraphing!
Love the biome variety and the different backgrounds. You’ve made a pretty big game for a game jam! I appreciate the different music and vibes of each biome too.
I was unable to get past the castle section, though I gave it quite a few tries. It felt like there were a ton of enemies and I eventually got chipped down (an extra save / reducing the number of enemies in that area might make things a bit more manageable).
There were a decent number of jumps that I felt required more precision than I expected. Early on there were a few jumps that seemed like I needed to be almost pixel-perfect, to the point where I thought I was missing an ability! I might just be bad at platformers though.
I liked the dash a lot! It felt good to be able to dash through enemies and get around quicker.
(Also an aside: extremely impressed that you got a fully-functional save/load system made. I tried this game last night and came back to it this morning to find my save still intact!)
Nice job!
I liked the game and the different biomes, but I could not get past the castle. I enjoyed jumping over or dashing through enemies that were charging at me
Thanks a lot for trying it out! I was pretty satisfied with the biomes but I definitely struggled with the distribution of enemies and overall combat. Definitely things to consider for afterwards!
Pretty cool game! The graphics were definitely very retro in an MS-DOS kind of way, and some of the areas looked quite pleasant, although the mismatched pixel sizes were a bit painful to look at. I quite liked some of the songs, especially the main menu theme and the song in the cave with torches, though the song playing in the first area felt a bit repetitive.
The player felt a bit slow compared to the enemies, and sometimes it was hard to avoid damage. I couldn't figure out how to deal with the first boss until I realized I could stand inside him and only take contact damage, which was much lower than the damage from his swipes, and at that point I was able to brute force him. Still, nice job!
Thanks a lot for playing and for your detailed feedback! There's a few things there that I wasn't aware of at all, and I'll be sure to take a look at those things!
Really liked the pixel art with the exception of how the pixels are of differing sizes without much reason like some foreground and background elements are massive while others meant to be in the far background are tiny.
Thank you! That was a mess up on my part while trying to set up distant objects early on, hopefully I'll know better for my future games!
The map flow was really fun. I liked the layout that indicated the next goal in a very organic way, nice work!
The pixel art is a bit inconsistent especially regarding the player and the enemies.
Gameplay wise, the enemies are fun to fight and bait into attacking but the first (the boss I got stuck on) has no window for you to attack and its a little too aggressive for a first boss.
Regardless the idea of scaling a forest of mega-trees with enemy megafauna was really cool!
Thank you, making the map was the most fun part for me, and on the other hand, combat is something I'm still learning how to balance well. I'm glad you liked the concept. Hopefully once the jam is done, I'll be able to clean it up and put out a more balanced version!
This one was a little rough for me. Things I wanna start with though: I think you did pretty well with the art. Everything stands out (save for some dark platforms that were hard to see to get to the castle) Really cool that you got a saving system in there, that's a big plus. While the music loop is a little short I think it works well enough for the game and I think it's pretty nice. I really like the idea of enemies having abnormal big parts as a take on the theme, I saw some rats with bigger arms and found them rather amusing. I think there's a cool concept here, but I am unfortunately getting capped by the combat.
Combat is a little rough. Your attack is slow and your enemies attacks are faster. Starting with the first boss, The Beast, it took me a second to realize what I was supposed to do. And even then, the windows to attack are so tight because of the slowness of combat while the beast is fairly fast and hits really hard compared to you that it's a bit much. I'd miss my window, be locked in a slow animation and recovery, while the Beast quickly snaps around and starts wailing on me as i struggle to get some distance again. But, I managed. Got the dash and was ready to face what challenges were ahead... Until I hit the castle. I think there are way too many enemies in there. With how combat feels to me, I don't feel like I can comfortably keep up with the sheer volume of enemies that I need to fight through just to make it to my next destination, since as far as I could tell, the castle was the only place I could go to after The Beast. I think combat would feel a bit smoother if the players attacks were a little faster and snappier since there's sometimes a lot of enemies to get through and maybe even slow some of them down a little so that the player has the advantage speed wise since the player is ultimately going to have to fight everything, so giving them some advantage to help them feel more in control of the flow of combat could help it not feel overwhelming if they encounter a bigger group of enemies.
Anyways, those are my take aways and gripes. Honestly, good on ya though. Making a game ain't easy and I think you still did pretty well with what you got, even if it's a little on the hard side. I hope I haven't come across too harsh in my feedback. Great work.
Hi, thanks a lot for playing, and I appreciate the detailed feedback! As you might have guessed, combat was what I struggle with the most, and hopefully I can take the lessons from this jam to my future games.