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A jam submission

Kings GuardView game page

3D Atmospheric Metroidvania Made for MVM 32
Submitted by FalconGamz, DingusKhan — 2 hours, 18 minutes before the deadline
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Kings Guard's itch.io page

Results

CriteriaRankScore*Raw Score
Enjoyment#422.8463.000
Sensory#492.9513.111
Metroidvania#582.6352.778
Overall#632.5722.711
Execution#712.3192.444
Relevance to the theme#872.1082.222

Ranked from 9 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Theme interpretation and application
We chose Controlled side effects. as the enemies of the world are controlled and used to be normal people . but now they are under the control of higher beings who couldnt control them in the past (due to certain occurences in the games story) and now the people inhabiting its world are all mutated. Hence controlled side effects.

Team/Developer
FalconGamz , DingusKhan

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Comments

Submitted(+1)

Nice work, really cool atmosphere and vibes! Echoing another comment, the areas, especially the first, are really big but there isn’t much reason to explore, especially since it take a while to get the sword. It was also pretty punishing on how easy it was to go straight to the boss and miss the save point. I didn’t really jive with the combat, mostly skipping all the enemies. I gave up after a few tries on the second boss, I couldn’t figure out a good strategy for him. There where a number of places where the interact prompt was really fiddly, it was always a little dance to actually activate the switches. Also, I really missed not having a shadow, I definitely am used using shadows to judge platforming but the light around the character mostly worked. Ultimately the platforming wasn’t a problem so maybe it doesn’t really matter.

Overall I think you have a solid core here, great job!

Developer(+1)

Thanks for the feedback! 

We had more planned, but after some pretty major setbacks mostly towards the end, things got scaled back and reworked a bit. 

It was our first jam as a team, and my first jam in general, so it was a learning exercise for us to make things click. I was doing code and audio, my teammate was doing 3d art and design. 

A note on the second boss, the main strategy is to destroy the beating heart in the middle. The boss himself doesn't take much damage.

The shadow is a good shout!

Submitted(+1)

Definitely solid work here. Although it doesn't really seem to flow like a finished game yet. That said there are a lot of cool things such as the 3d graphics and overal mysterious vibes that take this a long way. Congrats and well done!

Developer

Thanks!

Submitted(+1)

the first area kind of reminds me of like. a medieval backrooms. i kinda wonder how it would have felt if you went for that backrooms vibe with that kind of bizarre architecture.

i was a bit thrown off by that first area as well, though. the fact that you can actually just fall down to the boss on accident and die instantly is a bit silly, and the sword isn't that easy to find either considering you have to be constantly ganked by flying enemies before you can actually grab it.

the combat serves its purpose, but considering how much stamina the slash attack takes to use, i was expecting something a bit flashier and cooler! the first boss is sort of funny because like, they start out with an aerial attack that can slash away half your health if it hits, but it never gets used again in the fight and sort of feels more like a tutorial for you (the player) to use aerial slashes to take them down more easily.

some kind of regeneration on attacking enemies would also have helped smooth things out a bit. also, the dialogue system is bugged; once you start a dialogue scene with one of the purple totems, you're unable to back out of it, and have to go back to main menu and reload. 

one last thing: pressing new game while having a save file just wipes your save file :( i would have liked some sort of confirmation prompt, especially because the two buttons are very near each other!!! 

Developer

Thwnks for the review!

Submitted(+1)

I think winterbraid says most of my points better, but some stuff I wanna bring up is the arial combat. On the one hand, I like swinging my sword in the air and I ended up having a jumping duel with the first boss until they fell, which was pretty fun. On the other hand, I think I liked it a little too much. In fact, I liked it so much, I figured out how to gain height and distance due to the animation slowing your gravity in mid air, allowing you to combo through the sky with ease. I'm pretty sure you needed the dash to get the medallion piece, but not me! A couple quick sword swings and it was mine in mere seconds upon arriving to the gardens. I still explored and got to the second boss, which was also pretty fun, but I didn't need the dash at that point. And to prove I was such a skilled swordsman, I didn't even use the dash where it was required of me to finish the demo. I only used me and my flying sword to cross the gap and climb up the staggered platforms to reach the end. This is why they hire me to solve their problems.

All and all, it was some good fun. I just happened to find a really easy exploit that ended up shaping the second half of my journey, which was fun in its own right, but I know that likely wasn't intended. Just figured I'd let you know for your game going forward. Good work on what you made here!

Developer (1 edit)

thanks for the review. actually that was intended!  i left the medalion spot so that u dont necesserily have to get the dash at all  and can skip that area, i thought it was cool that u could gain momentum with your big sword and move farther so i tried to implement there as a cool speedrun method! IM ACTUALLY SO HAPPY SOMEONE PLAYED ENOUGH TO FIGURE IT OUT LOL. thansk for the review!

Submitted(+1)

Very interesting and unique game, reminds me of Dark Souls if it released in the 1990s! I quite liked the ultra-pixelated 3D and the music, although the song playing in the first area was a bit repetitive.

Some parts of the level felt a bit like a bunch of random platforms thrown together, but I liked the sense of scale and the feeling of being a tiny person (robot) in a giant dungeon. Many areas could be skipped simply by dropping down the giant pits - perhaps there had been an intention to add fall damage at some point?

The controls were a bit floaty but workable for the most part. Oddly, it seemed like attacking and dashing only worked immediately after jumping (not sure if intentional or not). In a true Dark Souls fashion, I ended up running past everything except the boss, and managed to reach the end screen despite only finding one part of the medallion.

All in all, a somewhat scuffed demo, but perhaps that's part of its charm! Good luck with future updates!

Developer(+1)

i assume by dropping down the pits u mean the first region? yep that was intended. the player could fall down and encounter the first boss but they dont have a weopon, so they would have to find a weopon and continue exploring.

thanks for the review!

Submitted(+1)

I see, then I guess maybe I did find a weapon at some point or it might have been a glitch, because I was able to hit things with my fists but only like 10% of the time!

Developer(+1)

oooh ic ic, 

Oddly, it seemed like attacking and dashing only worked immediately after jumping (not sure if intentional or not)

oh? im not sure what ur describing since i never went thru this while playtesting

most of the skips in game are intended, the game was supposed to be a larger so the player could do things their own way, for example someone figured out they didnt really need the dash for the first medalion with some movement tech (which was an intended skip which u can do if u figure it out and it made me so happy someone did) but due to time constraints some stuff worked out janky but im glad u enjoyed what we could offer

Submitted(+1)

Ok then I guess I found an exploit haha, I just started a new save and you can indeed attack and dash right from the start, if you press it immediately after jumping.

Submitted(+1)

love this game so much!! i didnt manage to finish it prolly bcz of my skill issue, this game is great, nice work!

Developer

Thanks it means a lot! where are is stuck btw?

Submitted(+1)

I was shocked to see how big the world is, it's awesome. I would recommend having more polish and maybe easier movement controls so combat with enemies is more fluid. Otherwise I love a lot of the ideas in this game. It gave me Rayman 2 vibes and I love that game too (:

Developer

Thanks!

Submitted(+1)

fantastic gameplay loved the artstyle and womp womp why why huh why ?????

Developer(+1)

muahahahha

Submitted(+1)

I really like the environment and enemy design but I do feel like there is still some work that needs to be done, keep at it!

Developer

Thanks!