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A jam submission

ScrewLooseView game page

Short metroidvania for MVM 32
Submitted by Nevermind3476
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ScrewLoose's itch.io page

Results

CriteriaRankScore*Raw Score
Execution#54.0434.043
Relevance to the theme#73.9573.957
Overall#93.7913.791
Metroidvania#113.7393.739
Enjoyment#113.8263.826
Sensory#263.3913.391

Ranked from 23 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Theme interpretation and application
Absurd Size - game is about a robot with a neck that can extend absurdly long

Team/Developer
Nevermind3476

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Comments

Submitted(+1)

Ok, got to start off right off the bat with, my goodness I loved hitting my head on things. The sparks, the sfx, and the slight push down on your head, are everything to me and I expect all games to have head hitting effects from now on. In general, the art and sfx come together to make a really nice little clanky metal environment which I loved, with the sole exception of the sound of lifting yourself up by your head. I'm not sure if I'm encountering a weird bug, but the sound for lifting yourself up repeats a LOT rapidly and it's a bit painful on the ears.

Speaking of lifting yourself by the head, that was a really fun, if simple, "aha!" moment, which repeated itself over and over again as I realized more platforms that could be used to hook yourself up. The screwdriver mechanic was really fun, I thought the rather slow speed of the head might get annoying over time but to be honest it was rather relaxing, and the positioning was never frustratingly precise. Pairing it with some relaxing music would've perfected the experience.

With some backtracking, I wasn't quite sure where to find the claw head and progress in the green area, which might have been helped by a map, but I'm sure I was missing something rather obvious, hopefully I'll find it eventually.

I really hope you continue to work on this and add the missing section, I had a ton of fun!

Submitted (3 edits) (+1)

Wow, this is among my new favorites in the jam. Really really great job. Everything felt so intuitive and satisfying.

One thing I really appreciated is how obvious it is when you can/can’t use the tech of clipping the edge of your neck onto a platform and pulling yourself up. The thin platforms immediately shouted “pull yourself up to me” while the thick platforms made it really clear that I needed to do some traditional platforming. Not that big of a deal but I really appreciate subtle design nudges like that.

I really liked setting up platforms with the screwing attachment. There’s something kinda zen about calmly moving a platform up and down, realizing you’re a little off, and slowly tuning it to be the perfect height. Feels like tuning an instrument?

I got the screw head and the claw head and finished the game with ~77% completion. Would love to see more of this!

Also loved the art and the sounds too. I had a good chuckle in the first few seconds when I bonked my extended head into the ceiling and heard that metal clank sound, very satisfying. Really great work!

Developer

Thank you! Glad to see that someone appreciated the more deliberate movement, at least :p

Submitted(+1)

I’m 100% onboard. I had a few silly bugs where my head would get below my feet, and I accidentally died while riding a claw which respawned me riding the claw but nothing was a real issue since spawning was quick and painless. My only real “complaint” is seeing game I can’t play yet, please finish!

Developer

Thank you! I do need to test out those riding sequences a little more, they were a last minute addition so I'm not surprised there's a bug or two I missed. Several people have reported that other bug too, seems related to screen transitions but is really hard to reproduce, I'm not sure what's causing it exactly.

Submitted(+1)

This is extremely well executed and feels like a complete profesional game. Very well done!

Submitted(+1)

So sweetie! I think that's probably one of the best entries this time around, at least on the execution department

The art is very lovely and lively. The metal building place is pretty much what you'd expect on this game jam, but I specially love the whole grassy place, it looks incredible!
As always I do miss some music when there isn't any, but the sound effects here do an amazing job alone honestly, screwdriving and metal bonking ASMR wasn't on my bingo card but gotta say it was a delight for the ears uwu

I adooooreee how polished everything feels, our robot character actually feels super tridimensional thanks to all of the sounds and visual animations and effects, and they feel SUPER iron heavy too, wich is perfect! From the scrap sparkles that comes out from hitting the ceiling, to the fact each individual part of our robot friend falls at different speeds and you can see their neck slightly stretching during long falls, everything here feels extremelly.... real, you know? x)

The mechanics are also a very creative interpretation of the theme, and I like how you manage to design some fun little screwing puzzles here and there. I don't have a lot else to comment about that tho, it is executed perfectly, so there aren't any issues to point out, but they also don't develop much deeper for me to feel like highlighting anything in particular.

Only tiny minor "Issues" I even noticed were the 1 in 1 million chance of a non-euclidean transition I showed you on Discord, and also the fact I sometimes get stuck for a second or two when I fully neck-hug a tile, but none of these are really relevant to the grand scheme of things in any way.
I guess it's also worth pointing out the spiky vines do blend in quite a lot with the forest background as well, but again, very minor stuff.

I guess that's it! Feels weird to not having a lot to say about a game that is actually so tighly well-made, but I guess in the end of the day it's still a fairly simplistic game x)
(Still very evil to tease not one, but two impossible to reach areas, tho)

Submitted (1 edit) (+1)

The mechanics in this game are really cool and unique! I like that it's more puzzle focused, too. I think that really sets it apart from a lot of the other games in the jam. I really like the picks for sound effects, too. All of the clanking and whirring was very tactile. I thought all of the level design was very clean and well implemented. The game does a great job of tutorializing how everything works without throwing a bunch of text at the player. A lot of this game gave me portal vibes in the best way. 

Submitted(+1)

This game's main mechanic of extending and retracting the little screw's head was pretty interesting. Cool way of interpretating your chosen theme. Not sure how much it benefits from being in a metroidvania though; I feel like it's possible that a simple level-based structure would make it easier to make interesting puzzles using the mechanic. Although, I suppose for the purposes of this jam submitting something that isn't a metroidvania wouldn't really make sense.

Interesting how the mechanics were taught mostly wordlessly, with only a couple button prompts and the level design to show you how to do things. The "tutorial" placement for the screw upgrade was done weirdly though, since the button prompt that tells you how to detach from the big screws is placed after you've already had to use it a few times. It actually got a chuckle out of me, since I had already backtracked and used the ability a bunch before seeing that prompt.

The head felt very slow to extend and retract, which is pretty annoying when you're trying to figure out puzzles or fail to make a jump.

"Area not in this demo, sorry :(" was funny, but it did feel a little odd to see in a jam game. I'd assume you're planning on developing this more? The puzzles here were pretty straightforward, so it would be cool to see them get more complex.

Overall, interesting game. Would like to see more.

Developer(+1)

Thank you for playing!

The idea behind that one tutorial prompt is that for the previous screws in that room, it's possible to get them into a usable position by just pulling them as far as they'll go, which automatically detaches you without needing the button. That one arrangement with the prompt is designed to actually force you to use the button instead, but yeah it's very much possible to just figure it out on your own without interacting with that prompt.

"Demo" kind of is a bit awkward for something that's not clearly a demo for a bigger project, yeah. I definitely would like go back and finish this, I'd really like to actually implement the other two abilities that are missing, but I don't actually have any guarantees  - I mostly just couldn't think of a clearer way to phrase that text when scrambling to block off that unfinished area before submitting.

Lot of people are complaining about the head speed, I meant it to feel very deliberate to move it but ig it should be a little faster.

Submitted(+1)

A very creative and fun experience!

Submitted(+1)

Very neat game with a cool and unique set of powerups! The environments look nice, especially the forest area, and the level is just big enough to have a sense of exploration without overstaying its welcome. Sadly, I couldn't figure out how to get past the sideways gate and switch, so I ended the game with 88% completion rate.

My only few complaints: Lowering and raising the neck feels kinda slow. The choice for the walking sound effect is a bit odd, since it sounds like the robot is being pushed along the ground instead of rolling on tracks (which I presume it's doing), so I think something more like an engine hum sound could work better there. When I first got to the unfinished area, I managed to position the platform in such a way that I couldn't get back up there again, which made me restart the game thinking I was softlocked (since I didn't know yet that it was just the unfinished area).

That said, those are just minor nitpicks and overall I don't really have much in terms of criticism to say about the game! The physics of moving around and using all the different abilities work very well and I never felt like I was fighting against the controls, which I think is a big technical accomplishment for a game with such a high level of interaction between the player and the environment. Overall, great job!

Submitted (1 edit) (+1)

Very fun game!!! It took me a while to figure out how to get past the first ledge I couldn't jump, I thought I needed to jump and then shrink my neck to increase my jump height, but after a bit I figured out I could hook my head over high ledges to fall sideways onto the places I couldn't jump. Very nice mechanic! Each upgrade was very fun to use and the challenges were very fun to solve, I especially love how you included playtime and completion percentage in the credits, makes me want to play again! 

I did complete the game with only two abilities but I thought you could collect three. I was able to get to the exit with just the screwdriver attachment and the claw attachment, not sure if that was accidental or if the third attachment is for bonus content. Anyway, looking forward to trying it again and I hope you are able to add more when the jam is finished!

Developer

Thank you!

I did make three attachments, which is why there's three listed in the controls menu,  but I only had time to actually fit two of them into the level design, so you've found all the accessible abilities. Sorry for the confusion about that, I didn't have time to clean up the scraps of stuff intended for the unimplemented abilities.

Submitted(+1)

One the most creative games in the jam for sure! The screw head mechanic is pretty cool but I feel you really made the most out of it with the screwdriver attachment letting you move platforms. This game was fun and the puzzles were challenging. Nice work!

Developer

Thank you!

Submitted(+1)

Such a unique mechanic! Loved the unconventional way the maneuvers feel. I could see a lot of potential in building puzzles. And exploring areas with those mechanics makes it feel very satisfying. Though the retracting and extending take so long that it can be kind of a pain, a quick retract or extend could be a really nice quality of life feature. Needs some good think-y music too. Overall amazing!

Developer

Thank you!

I considered a quick retract button at some point but decided against it for some reason that I can't quite remember? I'm not sure it was a very good reason though, and it'd probably be at least worth a try to see if it works out well.

Submitted(+1)

This is hands down my favorite game I've played during this jam despite it not even being finished. Ill start with the art, though simplistic it is extremely cohesive, the character is super cute, the tile sets blend together nicely and the outside area with greens added to the color palette feels super fresh and new I love the twisting vines and your background of all the trees. The animations feel like they carry real weight to them, the tiny details of his head clanking off the ceiling with the sparks is great. The level flow is good even without a map. Game design wise the puzzles aren't too easy but aren't too hard they respect your time. The character controller is good with no annoying binds (not to mention this game you can actually change your binds which is awesome for a one month jam). I encountered only 1 bug the whole time and it is debugged by just refreshing from your last save so no issue since saves are placed in good spots (the characters top and bottom get swapped and I can only go up and cant go down with the extender mechanic). Critiques for the future I would say the sound of extending and retracting the neck is a bit jarring. Amazing job my fav game so far (i've played a lot).

Developer

Thank you for playing and all the kind words!

That does sound like a really nasty bug, could you elaborate a little on what you were doing when it happened? I'm not super surprised something like that happened as the player's physics are a bit hacked together but I'd like to fix it if possible

Submitted

Tbh it just kinda happened idk how I triggered it. I actually looked away from my screen and looked back and i wondered if I pressed something on my controller but seemed like i was bugged out. all in all I just reset and the rest of my time playing was totally fine.

Submitted(+1)

The neck mechanic was really unique! I would love to see what other types of attachments the robot can get 

Developer

Thank you!

Submitted(+1)

The robot's mechanics were very clever and innovative, I really enjoyed the game and especially being able to use attachments on the robot that do different things. However, I don't know if I reached the end because it said that an area was not available in this game demo. Overall, I loved the game and when the full game is available I will want to play this new area :)

Developer(+1)

Thanks for playing!

There is actually an ending, it's off on the other side of the map from that locked off area ;)

Submitted(+1)

SOLID mechanic! Massive potential and I like what you've shown so far. Someone else mentioned that the neck extension speed could be faster which I agree with, especially since it's the action you have to do most in this game. I also didn't know what the save areas were, but I think you do a fair job of making the distinction between those and ability / upgrade stations. It was never unclear to me when I could do something different.

Developer

Thank you!

I might look at increasing the speed a bit, yeah. I wanted the extending to feel very deliberate but it might just need to be a little faster if people are finding it sluggish.

Submitted(+1)

I really loved this game! Finished in 17 min with 66%. I probably could have backtracked more, but oh well. At first I wasn't sure what to, but that didn't last long. Once I got it, this game felt so clever! But maybe it would be worth it to put a rough image that subtly shows how the main mechanic works? Maybe it's not necessary, but I think it would help with that first barrier. I also think the extend/retract speed could be increased. You have to extend quite far up in some cases, and it's a bit tedious having to wait for it, especially if I mess up a jump and need to re-extend it. I was also a bit unsure how those door things that gave me new abilities worked. Sometimes it rejected me but sometimes it worked? Maybe it's dependent on your current progression, but it would be nice to clear that up. And of course, a simple music loop would really boost the experience.

Otherwise, I really love all the puzzles and how I could get creative with extension mechanic. I'm not sure if it was intentional, but it felt like I did some sort of skip by perfectly aligning the screws in the grassy area to jump up, and that felt really good.  I also liked how the transition from the gray facility area to the nature-y area had a few tiles of overgrown greenery to signal the change in room, really nice!The artstyle is really nice and cohesive, and all the sound effects work perfectly for me. Really great job, and really clever take on the theme! Congrats!

Developer(+1)

Thanks for playing!

The upgrade stations that were "rejecting" you are actually save points - the upgrade ones are supposed to be a special variant of the save points, I didn't consider that someone might take it the other way around! I probably need to give a clearer indication that the game is being saved when you interact with those, and maybe distinguish the ones that give you upgrades a little.

A tutorial for the central mechanic would be ideal, tutorial prompts in general were a last minute addition so I didn't end up having time to make something proper for teaching that. 

That "skip" is the intended way up, if you're talking about what I think you are ;) I think it's cool that it feels a bit unintended though, I don't remember if I intended it to feel that way but I definitely noticed during development that it was a bit off to the side and felt like a hidden path, which I think works well as long as it's not so obscure it becomes difficult to find.

Submitted (1 edit) (+1)

Very fun (Not for me Cause i am not a fan of puzzels) love the mechanics but i think their difficulty ramps up too quick but overall a fun experience :3