Play game
Unit M - Finding the Spark's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Metroidvania | #3 | 4.118 | 4.118 |
| Enjoyment | #6 | 4.059 | 4.059 |
| Overall | #6 | 3.894 | 3.894 |
| Execution | #8 | 3.824 | 3.824 |
| Sensory | #10 | 3.824 | 3.824 |
| Relevance to the theme | #16 | 3.647 | 3.647 |
Ranked from 17 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Theme interpretation and application
Defective + Generation: The player robot is in a 'generation' of defective bots that contradict the default factory bots.
Team/Developer
NotYourDM (Solo)
Leave a comment
Log in with itch.io to leave a comment.







Comments
Great game! I loved exploring and the upgrades felt unique and well implemented.
Wow, this is a really amazing game. I love the artstyle; it really feels "homegrown", which is to say that it all flows together really well and it has a lot of character. The color choices made for reading enemies and platform distance really effortless. Thank you for sharing this!
I thoroughly enjoyed this game! The jump acceleration was a bit quick for me, but after a bit of practice I got pretty comfortable with it. The story was very enjoyable and fit the theme very well, I even felt like it acknowledged me for sticking through the difficult parts and making it to the end :D
Loved the music more and more as the game went on, especially the final boss music! And the visuals in the facility had a great atmosphere!
A very well rounded Metroidvania, well done!!! Definitely one of my top favorites from this jam!
Really awesome. The entire package is really well done. Loved the map design and interconnectedness of the first area. I also loved that it looked like there were multiple ways to reach the final boss.
The platforming was very solid and the bosses were super engaging. The real highlight for me was the soundtrack though. I loved the dynamic music changes throughout the game. Entering the second half of the first area and having the other instruments come in, or having the final boss music evolve over the course of the fight was incredibly sick. You knocked the soundtrack out of the park! I knew from the title track that I was in for a treat, musically.
Other people have already mentioned some of the visual clarity feedback: I too felt like it was a little tough to distinguish platforms from the background.
But the whole package is just so good, it’s tough for me to criticize anything. I got the base ending in 24 minutes but I’m interested in returning to this to find the other power (I only got the shooting power and the floating power).
This is one of my favorites in the jam! Awesome job!
I will NEVER miss an opportunity to put a 2-5-1 chord progression into a song hehehe
except for all the times I missed the opportunity to put a 2-5-1 chord progression in.
This was simply amazing!
Really nice work! Nearly every metroidvania I do is essentially a robot being thrown away so the story really worked for me. Love the hint that you only need 2 abilities to cross the big pit, that was fun figuring it out sans-magnet. Also, it was great to play on gamepad.
My on minor complaints where the backgrounds, especially at the start, could sometimes blend in with the foreground. I still made made it to the end (regular mode) but sometimes I had trouble making sense of what were collidable surfaces. Of course this was mitigated as well by the fast respawns. It seemed to me that pressing up to save/talk sometimes took a few tries. Again not a big deal. Lastly, especially with the last boss, I think I would have preferred the boss to be all red, again so it would be easier to distinguish in the heat of battle, especially when trying to jump on it to recharge.
But all these are really minor, fun gameplay, fun story, good controls, you nailed all the big important stuff so all that’s left are minor things. Great work!
I like these criticisms.
I feel you on the backgrounds. I tried multiple but even now I couldn't make them really great. Now I totally get why games like Celeste and Hollow Knight use a spotlight.
I also realized in the last hour that some surfaces that looked solid were actually not at all. In one of the rooms there's a series of fans pushing you left and up into the ceiling. In a previous version there were a bunch of solid-looking non solid tiles so you would get stuck in each 'notch'.
Save points are so silly. At first they would trigger whenever the joystick was at all pointed up in the y-axis so as you walked by one you would trigger it unintentionally. Now there's a chance they don't trigger, probably because in the code it only checks on the first frame in which you input 'up' that the controller is not in a deadzone, instead of using a separate variable and ditching the 'first frame' thing.
I was a little bit worried about the clutter in rooms. Very sorry you and others had to deal with all that.
But I am glad you seemed to like it more than you didn't. Thanks for the pointers.
To be clear, I didn’t just like it, I loved it!
Oh maaah goddo, that's such a fun one!
I really love everything about this! The artstyle is super cool, the sceneries are aamaazzing! I really your backgrounds! The factory ones are so grand and imposing, while the city one is super such a vibe!
And don't even get me started on the music! It's gorgeous! and I adore how it keeps it ramping up as you progress, both on the overworld and on bossfights, it makes everything feel like a real journey!
I also loooveee when entries go the extra mile to tell full story lines, and this one is no different. I really adore the dialogue writing, too, these text bots are so fun to be around, and I actually liked the dynamic of the two main characters, their screentime is pretty short but I still like what I saw (Expect robot yaoi at your DMs at some point /jk)
Gameplay is also very peak! Everything is snappy and zappy and zippity nifty fun, as all good things in life. it always feels awesome to be fully geared out and go flying around at lightspeed in these games.
The way you handled health and mana was also super cool, honestly! limiting your max energy to your current health is a very fun concept, and I think you did it pretty well here, kudos also to your solid level design that actually seens to manage to not let you get softlocked at any point thanks to that, wich is something pretty impressive to achieve on a game with a system like that.
The bossfights are also very cool! Nothing beats a one to one rival fight against someone with the same powers as you, and the dynamic music also sweeps super hard! (I do kind wish the magnet was also used on that fight at some point, tho, I guess it was a little harder to implement, but as it stands it was the only upgrade that felt very sidelined... But it is entirely optional, so I guess this does make sense, since you could reach that point without it, anyway.)
And of course, it's a honor that "Pie mode" is even a thing at all, you flatter me x3
I did play the game on Pie mode, but not Super Pie mode, it sounds very funny, but it's description also implied to me that the bosses would also die in one hit, so I opted not to play it this time (I might check it out if I replay this on the future, tho)
I also LOVE how you implemented these extra modifiers, I am really gratefull you heard my preaches and not made them replay exclusive, but instead you found a way to actually make them feel replay exclusive thanks to leaving them out of the way, wich I think is probably the best way to implement these kind of stuff.
Honestly the only negative thing I have to say about the game is that I kinda wish there were more intentionally crafted platforming segments. Sure there are a few, but again, the magnet felt very underutilized, and you taunted me with a few tiny bit of IWBTG level design on a couple rooms just to never commit to it on later areas. But alas, in the end all I'm saying is that "I wanted more" and I guess that's the best negative point someone can give to something lol
Funnily enought, I actually didn't get the true ending. I did backtrack to explore a little more but aparently still not enought, but I played the game for a bit already so I'm calling it a day for now lol, maybe I come back on the future.
Woah, my gosh.
Thank you so much!
Yeah 'super pie' is a joke / bit and the bosses do die in one hit. Ironically, with normal 'pie mode', I accidentally discovered that it is basically the intended way to play the game, by reducing boss tankyness and making things harder for the player.
I totally agree that I should've had more intentional platforming, it's still my biggest regret up to now. It hurts me a lot that the number of magnet rooms is exactly 5 and that I haven't combined them with more complex elements but hey I suppose that's what you get for a time crunched first attempt haha. Not sure what IWBTG means but I'll check it out.
(Just realized that I'm replying to an essay with less than a full paragraph lol)
Yeah Pie mode felt extremelly balanced overall, but I am a little suspicious to say that x)
And it actually made energy management very interesting, since batteries only ever recovered one point of health every damage I took felt way more impactfull and made me have to actually adapt and improvise my gameplay around the amount of energy I had.
IWBTG stand for "I wanna be the guy", wich is a series of "kaizo" styled games (As in, like kaizo mario, if you know what I mean)
The original IWBTG games are more "haha get trolled stewpid" than actual platforming challenges tho, but the fangames, wich is what I consider the actual bulk of the series, focus way more on the ridiculous precise platforming instead, it's very fun.
You can get I Wanna Maker for free on Steam, it has a story mode with lots of very cool level design, and as the name suggests you can also play levels made by other players, I totally reccomend it as an introduction to these kinds of games since it's also fairly tame compared to some other ones
this game is fire!
The game is amazing, I loved the initial dialogue and I thought it was very creative to shoot at the electricity boxes to activate the arrows that propel you. Overall, I really enjoyed the game.
yo, incredibly sick movement mechanics in this entry. the movement speed alone makes the game feel very good to travel through, even with larger maps. upgrades are also really neat, and I like the idea behind the propeller. pie mode made combat more bearable, even though it also meant that everything dealt 2 damage to your puny health.............
I'm not a huge fan of the way the battery works, though! the idea of your batteries being both your lifebar and charge meter, and the concept of temporary batteries sounds good on paper, but it falls apart in the later levels - being on low battery/health means that your movement and combat is heavily affected, especially when you consider how the dash costs TWO (2!?) batteries, and how the propeller costs THREE (3!!!) batteries to activate! i think it would be great if the upgrades could have their own cooldowns instead of sharing the battery meter - and maybe you could make the battery meter recharge on its own without needing to destroy enemies. the save points being regular and well-spaced helps reduce frustration regardless!
....Oh, right. I beat the game without the magnet. I am so sigma. Please make a game where you can beat with even fewer upgrades next time. I love that nonlinear minimalist speedrun stuff.
I agree with you on the battery...
the one thing I hated while making this game was that I always knew when I was making a bad decision but I didn't have a better solution or enough time to fix it. Things like the background obscurity, the map / compass item, and the battery I knew were bad choices but I wouldn't be able to fix their problems. I tried a couple different ways but that was the one I landed on.
The game is fun. But there's a clear problem with the art in the game. The background blends with the tiles. I get really confused when I play.
I hate u Dm why make the bg and tile blend the god damn in to each other its so hard to do shit .Other than that u cooked :3
My only gripe is that it is difficult to tell what is part of the background sometimes. Other than that, It was super fun! It felt very polished
I really enjoyed this game! the levels look great and feel big but the minimap helped me navigate it and the signs throughout also gave useful information (or funny dialog). The boss fights felt good too always being a tough fight but still feeling fair enough. Definitely want to revisit it again when I have more time to find the secrets. Nice work!