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A jam submission

What is a Metroidvania?View game page

Submitted by Käseling — 24 minutes, 7 seconds before the deadline
Rated by 7 people so far
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What is a Metroidvania?'s itch.io page

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Theme interpretation and application
The game is one big journey to answer the question in its title.

Limitation incorporation
It's obvious... there are lighthop bunnies scattered across the map

Team/Developer
Kaeseling, Yuri Gore

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Comments

Submitted(+1)

Really enjoyed this. Its strong suit is more so story and vibes than gameplay, but it does those pretty well I'd say.

I don't want to focus too much on this since it's already been talked about, but the little jumping enemies being static in the released build did make that part in the mountain area very confusing until I saw the comment here mentioning it. I was initially assuming I was missing some sort of ability to move that thing out of the way, or it was some sort of puzzle I had to solve.

I noticed a lot of empty rooms, but tbh I figured that was part of the narrative with Sprite being the one making the world and focusing mainly on environments with cool vibes more than anything. The low movement speed did make the empty rooms feel a tad tiring to go through though, even with the cool vibes, but that was maybe exacerbated by me backtracking a lot after getting blocked by that enemy in the mountains.

The meta-ness of the narrative was fun (didn't know Falcon was such a hater smh), and was pretty thought-provoking. Reminded me of the Stanley Parable. I loved the opening part of the game with the back and forth between Sprite and the bird telling her what to make. Sprite's change of heart at the end of the game did feel a little abrupt to me, but I guess it is understandable given how rude the bird was being.

I liked the bits of lore as well as Sprite's backstory. Not sure how intentional it was, but it all seemed almost metaphorical for real-life parent dynamics/gender norms surrounding parenthood, which I thought was interesting. 

The room with Sprite's mom unnerved me pretty damn good lol. The dying animation also jumpscared me the first time I saw it, especially since that death was by running into an enemy that I assumed was an NPC due to the aforementioned bug making them static.

The title drop for new areas is so sick; love how it's synced up with the music. And the music itself was great. The use of the saxophone throughout was pretty cool, and that guitar in the mountain area...amazing.

Very cool game overall.

Submitted(+1)

Holy peak, and also holy taking damage jump scare. I love this game, the dash/sprint mechanic is super interesting but it took me a while to find as I thought the upgrades were obstacles and dodged all of them for a while. The story is great, I laughed, I cried, and the music is EPIC. There's just so much walking oof. Thanks for making this, I look forward to your future games.

Developer

Aww thank you so much, that's very kind

Submitted(+1)

honestly its a crime that you made the thumbnail icon like that, i was not prepared for the polish this game had when i played it! its really well made the meta narrative gave me stanley parable and undertale vibes. i love how well the narrative blends into the gameplay too as simple the game is.

there is one part of the game i wanted to focus my comment on though.


i couldn't figure out how to get past this guy and after like an hour of going around the map i decided to call it quits.

but i think my critique is more on the map design that made me quit. mainly it being really big with a lot of filler parts that made backtracking a chore. i started getting that feeling of i'd find a new path only to groan that its a health upgrade and not a new way forward. there is also a bunch of  dead ends that dissuaded me from exploring as much. (the cave area being a good example, the one part in the maze where it led to a room with nothing made me sad)

i guess you can call it apart of the narrative as the inexperienced starling journey as a creator. but still.

(might update my review if i find the proper way forward)

Submitted(+1)

that room doesn't actually have nothing in it. don't listen to her

Developer

ah damn, I didn't realize that enemy was such a difficult obstacle. The way I do it is I jump up to its height when it's on the opposite side and then walk under it when it jumps. I unfortunately had zero time to have other people playtest this game so I didn't catch that.

Your judgement about the map being a lot of filler and not having a lot of stuff in it is true, I made the map first and then filled it with stuff later, which had the unfortunate consequence that I had to leave a lot of the rooms more or less empty because there wasn't any more time!

Thanks for playing nonetheless

Submitted

...those are supposed to jump? i've never seen them do anything but stand still. i got around it by nudging myself into the little gap between it and the edge of the cliff there, which felt finicky but i assumed was meant to be part of the "difficulty" promised in the area's starting narration (and i was still stuck there for a long time as i assumed there was some ability i was missing to get over it)

Developer

Okay, thanks to this review I found out that the behavior of that little guy is completely broken, which made that particular part very finicky and difficult as well as generally throwing off the design of a lot of the rooms. For reference, this is what they're supposed to do: 

This happens because of an issue with Godot that only happens in exported builds, which is why it got through testing. I got permission from Falcon to upload a second page with a fix, you can play that here if want. The save file should carry over without issues.
Submitted(+1)

wait a second I am a mountain climber

absolutely solid game you guys deserve melons of victory

Submitted(+1)

absolute cinema. my only negative is the ending being so abrupt i need more of this silly star girl and her imaginary bird hater

but like what is a metroidvania though

Submitted(+1)

I thought this was a joke game until the music hit and the game actually began. If I were to make an icon for a dash, I'm sure I'd never make it a spiral. I really really like the title screens that popped up when I entered a new area, the game overall is filled with a bunch of cool details. Having the sprint be kind of like two upgrades was nice, it reminds me a bit of this game: https://mmatt-ugh.itch.io/trip.
I quit a bit after reaching the moutain, I'm not sure how much more I'm missing, but I'll probably come back to it someday.

Developer

Thanks for playing! There is a bit more in case you want to continue

And yeah not much thought was put into the dash icon lol

Submitted

I thoroughly enjoyed this! I love the meta story especially when you die for the first time. Excellent stuff!!

Developer

Thank you for the kind words!