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A jam submission

CubitsView game page

Metroidvania inspired by Cube World (that old 00's toy) and Kirby's Adventure! Originally made for MVM 32!
Submitted by Kitakitsune
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Cubits's itch.io page

Results

CriteriaRankScore*Raw Score
Sensory#153.7143.714
Overall#183.4433.443
Metroidvania#203.5003.500
Enjoyment#213.5003.500
Relevance to the theme#273.3573.357
Execution#283.1433.143

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
Controlled Generation -- Snod can move rooms around to control how they link up!

Team/Developer
Kitakitsune

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Comments

Submitted

Being able to shape the layout of the game is a cool mechanic for a metroidvania, although it felt a bit "trial-and-error"-y to use here. Would've liked the ability to, after entering a room for the first time, be able to view that room's layout from the build mode screen, or at least whatever portion of it you explored. Would have made it more intuitive to create room layouts for me. It was also a little bit annoying that the mechanic isn't even mentioned in-game, requiring me to the jam page to actually start playing. At the very least, some sort of feedback for trying to enter a door that isn't connected to a room would've made it more immediately apparent that I had to do something different.

The Kirby-like aesthetic is very cool, especially the detail of the character's portrait on the HUD changing for certain actions.

Movement felt clunky in certain aspects. Your jump height cutting off for when you move towards walls made the jump feel unreliable for certain bits of platforming, and your character freezing for a moment when landing just felt awkward.

The background in the home base seemed to have thin flickering lines that appeared as you moved. Looked really jarring. Don't think I saw it anywhere else though.

Cool game, but could use some more polish.

Submitted

The idea was really unique and well executed! The biggest issue for me was that it was hard to  remember which room was which.

Submitted

An absolutely amazing bite-sized adventure! Snod is one of the greatest things to have happened to this world and I wouldn't have it any other way. His room makes for a super cozy and fun home base, and the crunchy chiptunes and insanely cute animations put a smile on my face the whole way through! The bosses were a blast and the face Snod makes when picking up a Shiny warms my soul. xD

This game honestly made me fall in love with pixel art again. Way to go!!

Submitted

Alright, went back and actually beat the game. Ignoring what I said about softlocks that turned out to just be me not getting the controls, all my other gripes with the room rearranging mechanic still apply I think - I'd also sometimes have rooms just, refuse to be placed in certain positions? I thought maybe it's because there wasn't a valid entrance to connect them to at the position I was trying, but since I can't actually see where the valid entrances are it's really hard to tell.

The roc boss wasn't very fun honestly - its fast movement and large arena meant it spent a lot of time offscreen where I couldn't really see what it was doing, and its claws moving really quickly with little telegraph made them really irritating to avoid. The claws hovering around it also made the bite feel unfeasible, so I tried to use the beam attack, which also felt really difficult to use... then it turns out that in one of its resting positions you can just get above it and spam bite anyway, which lead to a very anticlimactic ending to the fight from doing that. Though, I'm realizing after saying all of this that I completely forgot the parrying shield existed, so it probably would've been more fun if I'd actually remembered to use that to block attacks :|. Once again maybe it's just on me this time.

I will say the base movement felt even better once I found the dash, you did a good job there.

Submitted

The gimmick of this seems really cool, but I very quickly ended up softlocked - the blue room has several jumps that seem to only be possible when going left, so after entering that room with what ended up being a dead end past it, I could not get back to the start room to change the layout, and had to alt+f4 the game (which, shouldn't be necessary, if you're going to put your game in fullscreen by default you need at least a basic pause menu). In general the fact that you can only rearrange the rooms at the start room and inability to easily reset to that room seem like a perfect recipe for rampant softlocks - I'm honestly more surprised that other players seem to have actually been able to beat the game without issue, I guess most of the levels must be better designed about making sure you can actually backtrack through them without upgrades.

Even disregarding the softlock the rearranging felt a little finnicky? The interface for doing so wasn't immediately intuitive, and not being able to see any information about the actual internals of the rooms (even really basic info like which directions they actually connect in!) made the process of actually finding the right rooms to progress feel like tedious trial and error. I think other game's I've played with similar gimmicks show you at least a vague outline of what the room looks like as you're rearranging, which helps make it feel more like an actual puzzle and not something you have to brute force until you've memorized the layouts of each room.

While I didn't get very far the actual main gameplay seemed pretty solid - the controls have just enough retro stiffness to match the NES aesthetic while still feeling smooth and responsive enough to be comfortable, the visuals and music are appealing and cute (even if the status bar maybe feels a bit too directly lifted from kirby :P), and the zoomed out view is fun, even if doesn't serve much of a practical purpose. It's just the central gimmick that feels a bit half baked to me, which is understandable as it's a pretty ambitious gimmick to implement while also trying to make a competent metroidvania in the time limit, but it did leave me a little disappointed.

Submitted

Oh I looked at another comment and saw that you can sprint -.-  I probably wasn't softlocked after all and just needed to do that. I think that needs to be mentioned in the controls on the page somewhere as I had no idea I could do that - it's been a while since I played any old kirby games so double tap sprint wasn't intuitive to me either!

Submitted

Very solid and fun little game with a lovely art style and some great music! I absolutely adore the protagonist (totally not biased btw), and the little portrait that reacts to things happening in the game is a great touch. In general, the HUD strikes me as very well made for a gamejam game!

Movement was fine for the most part, though double-tapping to sprint took some getting used to, and jumping seemed a bit awkward at times, with the character getting stuck on walls and ledges. The bite attack was a lot of fun to use, especially with the size upgrade - although I think it'd have been even better if it could also collect shinies for you! I never really got around to using the shield much, but the beam attack was very satisfying to pull off. Also, some way to heal outside of dying would've been nice as well!

The main mechanic took me a very long time to figure out, which was probably in part because I'd never heard of the toy before (it does sound very rad though)! I think the part that had me the most confused was that the close-up view just showed the player on every screen - I think the connection between the rooms and the cubes would've been more obvious if the cubes you aren't currently in showed a little preview of their corresponding room instead. Regardless, it's a very cool and unique mechanic that could definitely have a lot of cool uses in a bigger game, and the idea that the whole game world is actually contained within the cubes is pretty neat! (Although, I could also see how moving the cubes around might potentially become tedious with a bigger map size.)

The bosses looked cool and had some very impressive attack patterns, though the wolf's arena felt a bit small for the fight, while on the other hand, the Roc seemed to spend a lot of time off-screen. I had a hard time hitting her with melee without taking damage from the claws, outside a few times where she decided to float just below the central platform and be really easy to hit. In the end, I spent most of the time trying to avoid damage while waiting for her to be in a good spot where I could hit her with the laser, which chewed through her health pretty quickly. The more aggressive second phase was a neat touch, even if a bit annoying to deal with. Overall, a very cool and climactic final boss, although I would have preferred if she spent more time actually being visible on-screen!

One thing that I guess an updated version of the game could elaborate upon is the "flickering screen" issue (glitch? virus? running out of battery?) from the opening cutscene (which was also very cute btw). Since the Roc was just trying to protect her domain from the problem, I don't think beating her up really made things much better? Either way, I had a ton of fun despite a few minor issues, and the story and the world definitely have tons of potential for a bigger game!

Submitted(+1)

Such a cool concept to move the rooms around and to enter from different sides. I love your art too!

Submitted(+1)

Wow, I am especially impressed by the tilesets. You are an extremely talented pixel artist as well as a skilled game dev. Very well done!

Submitted

Charming game. I believe i experienced that bug where the parry button was unmapped. Other than that really cohesive game, the building mechanic is super cool.

Submitted

Wow amazing game. has nice boss fights and all the levels feel well thought out.

Submitted

Awesome game! I think I got to the end? I beat the Roc, but I never found the beam weapon from the screenshot, and there weren't any credits (that I saw), so I'm not sure.


It's still early in the rating period, but I suspect this will wind up being a contender for my favorite game this jam. Snod is super cute, both in the cutscene art and in his spritework. Same goes for all of the environment art. The sound design is super satisfying, both the sound effects and the music. I particularly love the plunky little song that plays in Snod's home. The controls are snappy and responsive, top tier work all around.

Developer(+1)

I'm glad you liked it! There aren't any credits yet, so you can indeed consider the game complete after beating the Roc c:

The beam weapon is in the game -- it's just in a part of one of the rooms that you have to grab a certain upgrade to reach!

Submitted

The game's art looked really good, but it's unplayable because after the cutscene the character falls into the void and the screen goes black. After spamming all the keyboard buttons, I ended up at a scene with TVs where the only thing I could do was move them around.

Developer

The game should work now! Just had to whip it up as an executable instead of a web build

Submitted (1 edit)

Ok, i will test it rn

Submitted

The game looks very charming, but I can't play it. when I finish the cutscene, I see my character in a black background, after that he starts falling and nothing seems to happen, maybe Im suppose to wait a little longer, but if not can you please fix the issue because I REALLY want to play this game, good luck!

Developer

Game's fixed!