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A jam submission

SkayaView game page

Free MiddleVania from the Upper Kingdom's rule once and for all
Submitted by VinnyPots — 44 minutes, 46 seconds before the deadline
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Skaya's itch.io page

Results

CriteriaRankScore*Raw Score
Execution#173.4743.474
Enjoyment#193.5793.579
Overall#283.1793.179
Sensory#333.2633.263
Metroidvania#452.8952.895
Relevance to the theme#592.6842.684

Ranked from 19 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Theme interpretation and application
Controlled Generation. The main character, Skaya, is a "Generator". Generators can create autonomous objects from "Controls".

Team/Developer
VinnyPots

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Comments

Submitted

Very neat game! I enjoyed the soundtrack and the graphics a lot, especially the backgrounds - it's certainly not common to see so much detail in a gamejam. The UI was very polished as well, and the map and objective markers were a welcome addition. On the other hand, I feel like a lot of the dialogue was a bit unnecessary and the story might have worked better if shrouded in more mystery.

The movement was nice, although the combat felt a bit weightless and spammy. The focus on deflecting projectiles was a cool feature, but it also felt kinda broken since you could just mash block and pray. I think it might have been more interesting if enemy bullets were slower, but blocking was more deliberate in return. The bosses were pretty simple, but the "Rude Buster" juggle with the final boss was a neat touch!

The constant equipping and unequipping of the weapon was a bit annoying and got me hit a few times, especially since I'd often teleport or enter a new area and immediately get shot at by enemies. I also think I got softlocked in the first area by killing all the enemies and not having anything to throw at to be able to reach the upper platforms.

Overall, I think the game definitely needs some polish, but it feels very extensive and complete for a gamejam project! Good job!

Submitted

The sheer scale of this project for one person is incredible!! The enemy types, combat techniques, objective system, three entire bosses, and a genuinely funny and charming plot to boot... it's so inspiring to see what a person can do with enough commitment and love. Congrats on all the hard work paying off! :D

Submitted

Digging the mechanics! I like that you can teleport to an enemy (it was pretty OP!) and the pixel art is crisp!

I wasn't too sure how to get past that metal door - I might have to explore more of the map. (And there was another door in the upper lefthand side of the initial map - wasn't sure how to open that one either hehe ^_^")

I was also having trouble with the gamepad controls - seemed to lock in and only allow keyboard controls (but my gamepad has been a bit buggy lately so it might just be on my end)

This is pretty good game - great work! :D

Developer

Hey thanks so much for checking out my game! To get past the door you have to find the codex that allows you to activate the save/fast travel points. there is a little green arrow (that i probably should have made more noticable) that is always pointing you to the current objective. You can also peep the mini-map! 

As for the gamepad issue, there are two known issues that might be coming into play. The first is that sometimes if you launch the game before connecting your gamepad to your machine it sometimes doesn't pick up. Re launching the game after the gamepad has been connected fixes this.

The second issue is that Raylib does not have good support for third party controllers out of the box. I did my best to work around this by adding support manually from this database https://github.com/mdqinc/SDL_GameControllerDB. If you can tell me what type of gamepad you are using I can check if it is listed there.

Anyway thank you very much again for your review!

Submitted

Ah, yes I was seeing the green arrow - I just checked again and it looks like I missed the save point right next to the codex XD - let me see if I can get further in my next session!

I have a Logitech Gamepad F310 (it's about 10 years old - I think it's overdue for an upgrade lol) - hope that helps!

And nice - I've been playing around with Raylib for a couple other projects I have in mind - I am liking some of the progress made so far! :D

Developer

Weird, F310 is a super common gamepad. Is it by any chance in D input mode instead of X? Sorry about this :(

Submitted

Liked the style, and It's admirable to see how many mechanincs you managed to implement in such a short time. Really nice execution!

Developer

Thank you so much!

Submitted

Nice game, the bosses were fun, however, the final boss got repetitive quickly + the second phase didn't add much, and was a little too similar to the first boss. And really need to make apparent that to throw your weapon, you need to be close to an enemy, and that you can teleport using it, because I nearly thought the game was impossible at the beginning. 

Developer

Hey thanks so much for playing! All your critiques are definitely valid. Teaching the player how to use the the throw + teleport correctly is definitely something I struggled with. I think next time I could add input prompts inside the game loop instead of only in the tutorial dialogue.

Submitted

Really well executed game I enjoyed playing it. Save system, fast travel, rebinding controls, really nice quality of life things to include in such a short time. Multiple bosses and a fun attack system. Some friendly critique id give is actually its really easy to softlock right at the start of the game when if you kill the enemys that let you get up and fall down without hitting the save (I thought the save was past the wall but its actually right there). Overall really well executed game good job.

Developer

thank you so much! This really means a lot to me and I really appreciate your review. The softlock issue was a lazy mistake on my part. 

Cheers!

Submitted

I wanted to beat the final boss before reviewing, but i'm literally so bad at timed block lmao. Great game though. I love the art style and the music. The enemies and bosses were well thought out and unique. Fast travel was nice too, and the inventory/menu was very smooth

Developer

Ah thank you so much for playing!

Submitted

I loved the feel of the game and, for the most part, the art style. The background was particularly amazing.  Keep it up! 

Developer

Thank you!

Submitted

Really cool! The combat is very dynamic and fluid. But the leve design is a bit too flat and spaced out, you should take a bit more advantage of the verticality.

The parallaxing background was really cool but I felt the player had too may abilities to start, you should maybe space out the second attack and teleport to thrown weapons as skills that you earn from exploring the starting level.

Developer

Thank you so much!

Submitted

Most what I could say is already echoed by other commenters, but I wanna talk  about my experiences with the bosses. I think they're cool in concept, but leave a little to be desired in execution for me. The first boss is... rather dull to me. It's just a lot of waiting. You can't parry his barrage, so you're just having to wait for his big attack, which could happen anywhere between 5 to 30 seconds depending on how he's feeling with his barrages, and for a boss that requires you to learn parrying, I find it odd that only one of their attacks can be parried. I just found myself sitting in one spot, holding block, and turning left and right depending on where he is until he finally decides to give me an attack I could parry. Rinse and repeat until death.

The second boss I found to be a little better, but I feel like the game wanted me to use of the teleporting technique, but uh... Nah. Honestly, I think the second boss is way better suited to learn parry with since their only ranged attack can be parried without a problem. Best tactic I found was to stand directly under her, parry her ranged attacks 3 times, run to the left or right a bit to dodge the slam, and then head right back under her to rinse and repeat. I was encouraged to get potions, but I didn't need that with this strat. Enemies were a jump scare in the middle there and sent an absolute barrage my way, but nothing another parry couldn't fix.

 And the final boss was essentially a third verse same as the first. It's the first boss again, but twice. Admittedly they use the big projectile as their default and having to time increasingly faster paced parries is cool and much more engaging than the first boss, but... that's all there is. You do that for two health bars, one being in a sort of pseudo darkness, and you're done. He's a God King but he's only barely better than a Cursed King.

I think a lack of variety is the core of the problem at the end of the day. I think having more attacks that keep you moving and maybe more opportunities to parry other attacks could go a long way in making each boss more interesting and active than just sitting in place and waiting. Regardless though, I do think everything sounded nice and I found the gameplay to be fairly fun and reliable despite not really feeling like I was doing much in the bosses. Art was good and everything stood out well, nothing got lost in the background, attacks were always visible, and I did still enjoy my time. Good on ya for making this, it was an enjoyable little game here.

Developer(+1)

Oof, that's some honest critisism but its absolutely what I needed to hear. I had a really good time designing the bosses, but it seems like I got a little careless along the way. I totally see what you mean about the first boss just being kinda a waiting game. I guess I was biased towards my own designs because the intention was to keep the player guessing and on their toes, etc. 

It's cool that you found a better technique for beating the second boss! I will give your way a try when I play again :)

As for the final boss, yeah. I really liked the parrying rally, but there should be a little more variety especially in the second phase. 

I think overall I fell in the trap of "playing it safe". I was scared to introduce bugs by adding new features, so I developed very concervatively.

Thank you for your honest review and for taking the time to play. I will come back stronger from this!

Submitted

Nice job! I had a lot of fun with this. I love the deflect mechanic and the final boss with the repeated deflections was quite satisfying. I love the background art as well, it’s very stylish.

Super cool to see raylib gamedevs out there. I’ve been eyeing raylib for quite a while, and I was really impressed with how stable this game was on the web. I didn’t know Odin could make web games so well.

I liked the weapon throw + blink mechanic too, that was pretty fun to use. I agree with others that it was a little strange to have to take out and put away the weapon manually, but outside of that, an overall smooth experience.

Nice work!

Developer

Yay! nicce job clearing the game. Thank you so much for playing!!

Raylib is an absolute joy to work with. It's definitely the best framework I have ever worked with, and it's hard to fathom using anything else. And as for the web build, its stability has less to do with Odin itself and more to do ith Emscripten and how well C bindings work. Not to mention i'm just standing on the shoulders of giants, as there are several excellent resources out there for compiling C to WASM!

Submitted

Nice work, super cool to see an Odin based game, I’ve been dabbling with it for a while. It was only after re-reading your theme did I realize why the staff went away, but I agree with others that it was confusing to start places without the weapon. The mechanic is really cool, teleporting through things feels awesome and I love when blocking is really satisfying. I would have loved to see more levels design around the teleport but certainly understand the jam constraints. I think the boss build up was really good. Also super impressed to get three in! The final was a real struggle and just as I was thinking I’ve only got a few more tries in me, I managed to eke out a win.

Developer

I regret not designing the levels around the teleport mechanic, yeah. I think it would make for some really interesting boss fights too if it were integrated in a way other than using it as an attack.

Also super cool to see another Odin dabbler haha. It has quickly become my favorite language. It has a really helpful community behind it.

Thanks so much for taking the time to play, it means a lot to me. 

Cheers!

Submitted

I love the pixel art and environment design, though some of the sound effects seem a little too harsh, like the jump sound is a bit too high pitched, Great job!

Developer

Mastering the audio is always a challenge for me! Thank you so much for playing <3

Submitted

Cool game! I think that the mechanic where you always need to equip/unequip your weapon is a little bit frustrating: you go to the boss room and you don't understand why you can`t do anything, because your weapon unequips automatically. When you want to activate a save point, you also need to unequip your weapon.
Most of all, I liked the teleportation mechanic. It is really good and fun, and it opens up a lot of space for attacks and other actions.
I also had problems with the parry: until I changed the keybindings in the settings (I changed Shift to Ctrl), I couldn`t do a parry.
Overall, I had fun playing your game. You did a great job!

Developer(+1)

Thanks so much for playing! Yeah, the auto unequip is frustrating other players too. It has been annoyingly difficult to debug, but I can see that it basically because most of the player states do not persist between maps. This was originally so that hp and stamina would regenerate, making the game more enjoyable for casual players.

thanks for mentioning the teleport mechanic! It's an idea i've worked on for  a bit and will continue to develop in the future.

And I am glad you made use of the button remapping; it was tedious to implement but I knew it would be worth it!

Thank you so much!

Submitted

I really like the artstyle and the teleportation mechanic, but I could not figure out how to parry for the first boss

Developer

oh no! that's a primary game mechanic. You have to block right as the projectile is about to hit. Too early you will only block, too late and you'll take damage. I tried to make it as standard as possible but an extra reminder during the boss fight dialogue could have gone a long way to make it more clear. Thanks for letting me know and thanks for playing!

Submitted

Thanks, but nothing happened when I pressed shift

Submitted

It worked once a remapped the controls. Overall, I liked the game, especially the different areas. I just wish that the final boss was easier, their big attack feels too punishing.

Developer

That appears to be a button mapping bug, because someone else also mentioned it. Thanks for pointing that out; I stupidly mapped it to the shift on the other side of the keyboard. I'm glad you were able to remap, thanks for taking the time to do that and continuing your review! Sorry for that frustration!

Submitted

Great game! the combat has a lot of depth and is fun to use. The bosses also feel epic and are challenging. Nice work!

Developer

Thank you so much <3

Submitted

The game has a great atmosphere. The art is decent. I really liked the combat system, especially the ability to drop a weapon and teleport to it. I also really liked the bosses, but I would have given them more attacks. I don't really understand the point of being able to equip and unequip weapons. It often happened that I drew a weapon, went to the boss, and it was unequipped. Many places are impossible to reach if the enemies you could teleport to are killed. Also, for some reason, the passage to the city wouldn't open for me at first (I think it's because I didn't set a save point, and I can't get to it due to the lack of enemies). I would have made the save points more visible. Otherwise, it's an interesting game, I liked it.

Developer

Ah thank you fo playing despite the confusion! Yeah, the door to Townvania does not unlock until the first two objectives are cleared, the last of which is activating the savepoint as you said. The current objective is always displayed in the HUD and there is a green compass/arrow to guide the player. There's also a minimap with the objective and player position both highlighted. This is all mentioned in the intro dialogue, but I think I could have made it explicitely obvious in a tutorial or something. The save point visibility is another issue I only noticed later. I tried to make it more obvious by adding a "radar" sfx and some alert text in the HUD but thats not mentioned anywhere so the player wouldn't know to look for it :/.

The soft-locking out of certain areas is a definite design flaw I lazily overlooked. The enemies all respawn when the map is reloaded, but thats annoying esp if player hasn't reached the first save point (after that u can just fast travel). I will say that I am only aware of one place this can occur which is the highest platform of the first map, so I'm definitely curious to know the others you found!

Thank you so much for your time and feedback! It really means a lot to me.

Submitted



Very solid game here. The player felt good to control and I thought the presentation was cool. Loved how each biome felt.

I loved the options for combat that the player had. Being able to do range attacks and also parry with your staff felt pretty versatile. I appreciate how snappy the teleport felt as well. The enemies also had a solid variety to them as well. That said, I kinda soft-locked myself in the beginning by killing every enemy, but I didn't get to the top of the first world before that. I restarted the entire game after that so this wasn't an issue.

I'm a little mixed on the  "metroidvania " aspect of this game. It felt more like what cave story is in a way ( i.e mostly linear worlds which are inter-connected at specific portals ). The game was still fun to traverse, but it definitely was slightly lacking in that respect. I also thought it was slightly annoying how I kinda had to grind a bit to get the entrance to the last area.

The bossfights were pretty damn good though. I thought the first boss was pretty solid. I kinda wish it had different animations for it's attacks though ( Tbh, this is an issue I had with all of the bosses ). I loved how the second boss really forced me to move around a lot while needing to parry their projectile attacks and dodge their charge attack. Having enemies spawn during the boss was also a cool way to mix up the second phase. I also loved how the final boss sorta forced me to use the teleport and then use the multi-stab attack to get them quickly. I'm not entirely a fan of their second phase though. It didn't feel different enough from the first and just felt like I was doing the same thing twice. Playing tennis with the boss was intense enough that this didn't really bother me that much, but it was definitely somewhat annoying.

All that said, this a pretty fun game overall. Good job on this

Developer(+1)

Thank you so much for the detailed feedback! The soft lock is a definite flaw that I should have thought about more thoroughly. The boss attack animations are another flaw I overlooked. The attack animations are only one frame which could have been easily added to. 

About the Metroidvania aspect, I think I see what you mean. They are supposed to take place in one big world/map. I actually had planned for that at first (which is why the fist map is so much bigger than the rest) but it got way too tedious without a map editor. I am going to dig into the Tiled documentation so that I can add an actual map editor to my arsenal lol.

Thanks so much for taking the time to play all the way through! I appreciate it so much. You have also given me some super valuable tips that I can use to improve for next time!