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A jam submission

vvrrView game page

short frog + parry metroidvania
Submitted by KingMidis — 44 seconds before the deadline
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vvrr's itch.io page

Results

CriteriaRankScore*Raw Score
Sensory#24.6674.667
Execution#53.8673.867
Enjoyment#63.6003.600
Overall#73.6803.680
Metroidvania#93.2673.267
Relevance to the theme#123.0003.000

Ranked from 15 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Theme interpretation and application
a mysterious journey with cryptic lore and strange enemies.

Limitation incorporation
lighthop, and the MVM moon at the start of the game.

Team/Developer
KingMidis

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Comments

Submitted(+1)

Probably one of the weirdest games to rate for me because even though I absolutely love the execution and the vision, I personally didn't really enjoy it that much! (Though that's probably purely skill issue...)

In terms of the presentation, maybe one of the best games I've played so far (or at least the most complete-feeling one). The sound design is top notch and the graphics, while simple, are easily readable and don't lack in detail - I love all the secret rooms and the little furniture scattered throughout the level.

The parry mechanic is awesome and feels like it's working as intended, though it was a bit too unforgiving for me and I feel like I managed to beat all the bosses only by sheer luck. It felt like some attacks punish you for panic parrying, while others require you to parry as soon as you see the animation (like the first boss's dash, or the second boss's falling projectile barrage). So it definitely feels like a case of developer difficulty, although there's nothing wrong with that in my opinion! (It could also just be sleep deprivation on my end.)

Funnily, the final boss seemed far more fair and forgiving in terms of the timings compared to almost all of the mid-bosses. I loved the fight overall in terms of the gameplay and the spectacle, although I do have to agree with the other comments that the game just locking you into the ending like that was very abrupt, especially since the game doesn't seem to actually save your file between shutdowns. The level might not be that big, but after getting skill checked all over again on the first couple bosses, I decided to give up on finding all the secrets for now.

I'm not sure if there was another ending or something, because the lady statue definitely looked like she was going to be the final boss. Sadly I just couldn't figure out the piano puzzle purely by ear, I tried a bunch of melodies that sounded vaguely correct, and tried looking for hints like the scratch marks on the keys etc. but ultimately gave up after many attempts.

Overall, regardless of my complaints, I think you did an outstanding job!

Submitted

It's just a me thing. I don't like this style of game for combat. Besides that I don't think it was bad from what I saw. I had to have a friend play it while streaming because I just suck so bad at these types of games. Keep up the good work!

Submitted(+1)

I've been meaning to play this one for a while because it looks very flashy, and now I finally got to it! I think it's good, but it has some shortcomings.

Visually, I think this game excels. You make striking use of the three colors you decided to limit yourself to, and you clearly know how to utilize particles, screenshake and other effects to make objects, characters and actions feel lively.

I don't like the respawn system. I'd rather explore the rest of the world than be locked in a boss arena that I have to knock my head against over and over. I found the appearance of the final boss to be very sudden and unexpected, and I think I missed at least one room with a breakable wall because I wasn't able to leave the boss fight. Now, unfortunately, aside from that one occurrence, making the player respawn outside of the boss arenas would not have actually changed anything, because there is very little to explore in this game, it's pretty linear. I probably missed something because I couldn't figure out the piano puzzle, but I can't imagine that it leads to something consequential.

I found the music to sound interesting in the beginning, having a sort of dreamy feel to it, but that faded after a few minutes of hearing the same loop over and over again, at which point I did find it at least a little annoying, though not unpleasantly so. In my opinion, the boss fight music didn't particularly add any tension (if I remember correctly, one fight didn't even bother with music and just kept playing the same basic loop).

In general, I found this one to be somewhat lacking in the Metroidvania department. I don't think there was ever really more than one way to go (that way being a path to the next boss fight or upgrade), so the feeling of exploration that I deem somewhat important for Metroidvanias was more or less absent.

Sound design is pretty good, very crunchy.

This is more of a subjective take but I didn't like the combat very much, which is unfortunate because this game seems to be trying to be about combat more than it is trying to be a Metroidvania (I am judging by the amount of arenas and boss fights). For the final boss I did end up resorting to just standing in a corner and timing my parries, I imagine if I did anything more complicated than that I would've just died sooner or later.

Jumping didn't feel great to me, the process of rising up to max jump height is veeeery slow. Nevermind's review already addressed why this is and how it can be done better.

Due to the boss designs and the somewhat cryptic NPCs, I'm guessing you had some kind of story planned, though it doesn't really come through in the game. The ending was pretty abrupt and sort of anticlimactic.

It feels to me like you were planning to make a combat-oriented boss-rush esque game from the beginning, adding the whole Metroidvania world aspect of it as more of a secondary restriction. In terms of looks this game is one of my favorite ones from the jam, the gameplay is good on paper though not my personal favorite and missing part of what I like about Metroidvanias. Still, an entry with this level of polish is a very impressive feat that deserves recognition!

Submitted

respawning immediately back into the bossfight sucks for a metroidvania. i wan to be able to back out and explore more, especially for what seems to be the final boss where you're thrown into it with no warning.

i didn't actually bother beating said boss. i don't tend to be a huge fan of parry based combat in general and this didn't prove an exception. it seems to be decently competent for what it is and other people certainly seem to like it based on these comments, so i think it's probably more my personal taste than the game's fault, but i just don't find it all that satisfying.

one concrete gripe i did have with the parry is that the particles from the parry knife disappearing look a bit like the knife itself still being in your hand, so i had a lot of occasions early on where i pressed the parry button too early and then got hit while it looked like i was still in the parry state, which was really frustrating and made it take much longer for me to figure out the proper parry timing. i wonder if it might feel smoother to have the knife disappear a little bit before the parry window ends to give a bit of buffer, or to only have the particles appear if a parry actually occurs and not whenever the knife disappears.

as far as non-combat gameplay goes the jump feels extremely awkward - having a force continually applied as long as you hold the button makes it feel more like they're hovering or wearing a jetpack than like they're actually jumping, even though the visuals and level design all clearly treat it like a standard jump. i'd assumed while playing that this was an amateurish attempt at implementing a variable height jump, but glancing at your profile you seem to have made other platformers with more traditional variable jumps before, so i'm really not sure what the intention here is. whatever it is, it doesn't seem like it's being communicated to the player very well, and the jump mostly just felt really bad to use.

visually the minimalist aesthetic is neat, and everything looks very juicy and polished. i also enjoyed the little npc sidequests, even if all the ones i found didn't really involve anything beyond normal exploration. i see mentions of a puzzle in the comments, but i didn't find it before getting locked into the final boss, which is a big reason why i'm so frustrated by how the respawn mechanic works as i'm significantly more interested in finding that puzzle than in the bossfight.

Developer (1 edit)

I appreciate the feedback. Despite whatever I implement when the player fails, it always recieves criticism, so I've just let you jump back into things. I've had people complain about a 2 room runback, and even complain about the fact that the boss's HP goes back to full. I'm not really sure what people want. Maybe it depends on the game?

As for the parry, I do understand your criticism on the fact that the particles look like the sword right after the parry deactivates, though I do think the parry window is already extremely generous. 

The jump, however, is where I dont really understand the complaint. What about it feels awkward? In my experience it feels significantly more awkward to be holding the jump button only to have nothing meaningful happen. In fact, my other game's jumps feel far worse to use for me. It could be preferential, but even if you feel like the jump acts more as a hover, what exactly makes that so horrible? Is it just the expectation of a jump more similar to my other games, or is there actually something wrong with it? Additionally, the jump was more "traditional" earlier in development, but it felt absolutely unfair when an enemy was attacking underneath a jumping player and instead of the player being able to stay above and avoid taking damage, they took damage as a result of the jump being shorter.

Finally, I'm sorry you missed out on a few secrets! If I could have, I would have made it much more clear that the hidden button sends the player into the final fight, but it slipped my mind. 

I hope that the issues you've listed didn't affect your experience with the game too badly, and I'll make sure to keep your feedback in mind when developing my next game.

Submitted

People will complain about just about every bit of friction towards their desired playstyle, yeah. There's a certain point where you have to decide who you're actually going to listen to and how, because you just can't please everyone.

For my part though, I think my initial feedback wasn't super well phrased, as I'd be satisfied with just having the option to back out of the fight. It could be a pause menu button, or even require reloading the game entirely - just some way to leave the fight without losing all my other progress. I think it's fine to keep the default behavior throwing the player right back into the action, especially if you expect most players to be mainly here for the bossfights, since that's probably the thing that players are going to be wanting much more often.

What behavior you want very much does depend on the game though, yes. There's a reason I specifically said I don't like it for a metroidvania - in a fully linear game, it makes perfect sense to throw the player right back into the challenge immediately, since there might well be literally nothing else for them to do at that point in the game, but for something more open ended like a metroidvania, when a player gets stuck on a challenge, it's often preferable to leave and go check another path they haven't explored yet rather than continuously bang their head against a brick wall. Death systems that encourage or outright force the player to dive back into the same challenge punish this style of play and tend to hamper the focus on exploration that the genre is known for. Even outside of linearity though you do have to consider exactly what kind of tone and structure you're going for and what role the bosses play in that. Modern gaming culture has a tendency to hyperfixate on bossfights as the main event, a spectacle that can and should dwarf everything else in the game, and from that framing its easy for people to start seeing any amount of runback as a waste of their time. But, this simply doesn't have to be how bossfights are framed - for instance, putting the player back much earlier in the level on respawn forces them to master the level before they can start making progress on the boss, and emphasizes the boss as a capstone on the level rather than being the main spectacle in and of itself. Plenty of successful games use a mixture of these philosophies. The speed at which you get back into the action after a death also has a lot of implications for the tone and pacing of the game - forcing the player to take some extra time before they can jump back into the boss slows things down and can make things more careful and contemplative, though of course that same slowdown is exactly what can make a runback so frustrating after a particularly painful death. Adding any amount of friction towards getting into what the player perceives as the main action is always going to have that kind of tradeoff, no matter how well you design it - which is why eliminating runbacks entirely isn't totally without merit, but throwing the player immediately into action without even the choice to stop and reflect first is inevitably going to make the game much less cerebral, for better or for worse.

Basically like anything else in gamedev the presence and size of runbacks is going to depend a lot on the kind of game you want to make. If you want your games to be focused on high octane bossfights with the slower exploration acting mainly as just a palette cleanser in between, then great - you should keep going in the direction you currently are, and you'll find tons of players eager for exactly that kind of game. Don't worry too much about trying to please people like me along the way, because my tastes are just always going to lean in the opposite direction. (That said, don't completely ignore the advice of people who bounce of your games either, as they still might raise some points that'll make your game better for everyone :p)

For the parry, I actually agree the current length of the window is fine - what I'm suggesting is shortening just the animation slightly while leaving the actual mechanical window the exact same length. That way there's a little bit of a grace period as the knife disappears, so the window feels more forgiving even though the actual timing hasn't changed at all.

As for the jump... some of your comments there make me think I assumed you had more prior knowledge about variable jump usually works than was maybe accurate, so I'm gonna give the full spiel I was originally gonna write on that before I checked your earlier games, but to start by just explaining why I think the current jump feels so bad: Yes, I think a lot of it is just framing. The player looks like they're jumping, sounds like they're jumping, but does not move like they're jumping, and something about that fundamentally just feels wrong. If you were to visually frame the ability as more of an outright hover, or lean into the physical wrongness with some kind of narrative explanation, I think it would immediately feel much better. There would still be some awkwardness with the level design, however, where I think the big issue is with speed - it takes much longer for this pseudo-hover jump to reach its max height than an instantaneous jump would. This could potentially be fixed just by increasing the rate at which the player rises if you really want to commit to this style of jump.

That's all assuming you actually do specifically want a hover type move though, but your comment about wanting holding the jump button to feel meaningful makes me wonder if my first instinct was right about it being an attempt at just implementing variable jump height, to whit: that's not how variable jump works. In the vast majority of games that feature it, controllable jump height is achieved not by adding more velocity when the jump button is held but by reducing it when the jump button is released. This makes it so that you go higher when the jump button is held as expected, but while keeping the initial jump instantaneous. My go-to method for this is to cut the player's upwards velocity in half when the button is released, though this exact value isn't significant - multiplying the velocity by pretty much any number less than 1 will give a similar effect, as long as you're not cutting it straight to zero. Another common method is to increase the gravity after the jump button is released, but I've personally never liked how this feels. I was originally going to write out most of this in my initial review, but I wanted to check that you were actually new to platformers before giving this whole spiel, and found some games that seemed to already use this kind of more traditional variable jump in them that made me assume you were already fully familiar with all of this - if that's correct and you've heard all this before than I apologize for reiterating it all again, hopefully there was still something useful in my take on it.

I do note that in those old games of yours while the difference between holding and tapping the button exists it certainly isn't very large, so if the issue you're having is just making the variable jump feel actually impactful then I would encourage playing around with the parameters of it more before committing to switching to the hover jump. You mention the player not being able to stay above enemy attacks, and the jump feeling too short, but neither of those things have anything to do with which technique is used for the jump - lowering the player's gravity and increasing the velocity given by the jump will make the jump higher and floatier, and even make the difference between holding and tapping the jump much more significant, since the player will have a longer window during which to cut the jump. You could also try directly increasing how harshly the velocity gets reduced if the control's still not feeling impactful enough - either the instant cut method or extra gravity method give you a number to play with there.

All of that said, I do think a game with something more like a hover than a jump as the main way of gaining height could very much be interesting, I just think it needs to be presented as such so the player understands what to expect from the move's behavior, and it also sounds like that kind of gimmick wasn't necessarily the actual goal behind this game's jump design. And regardless of what you decide works best in the context of this game, I'd definitely encourage playing around more with the exact values you use for your older jump mechanic, as I think the usual way of implementing it has a lot more room for variety than you're giving it credit for.

Developer (1 edit)

Thanks for explaining! I totally understand what you're saying now. If I'd just spawned the player in the button room, I think that would have solved everything lol. The parry makes sense too, that would have been a good idea.

The jump feedback is helpful. If the main issue is the way it's presented, then I think it could easliy be fixed with a small animation at the peak of the jump, like the frog shaking it's legs like it's trying to fly, or something similar. But, obviously, every dev has their own preference when making their platformer controllers. I'll definitely experiment a lot more with how jumps work later down the line. 

Thanks for taking the time to provide some really insightful criticism! I'm sure you understand how useful it is.

amazing :)

Submitted(+1)

This game is awesome! There's SO much polish it's incredible.

Weirdly, the criticism I have is that it's "too" good. The parry trumps any other ability in combat. Why run away or double jump around attacks when you can just parry them? Similarly, I would say the particle animation for getting the very first item is more intense and dramatic than the animation for defeating the final boss.

Still, this is a great contender with a creative idea and really good implementation. A full game would be insanely good!

Submitted(+1)

The amount of polish and juice on this is just incredible!!! The particle effects, the sound effects, everything is so well done and it feels so great to play! Then the art is insanely good, I absolutely love the whole 1-bit with an accent colour art style!!

I do think the parry mechanic itself though is a bit simple, it kind of makes the combat just stand still and wait for the attack. Also the jump felt a bit weird to me, it's like there's a regular jump when I tap it, but when I hold it, gravity just doesn't kick in for a bit at the peak.

Overall insanely good entry though, really impressive!!

Submitted(+1)

Amazing art, music, and gameplay! Great boss designs, the parrying mechanics does take a while to get used to, I do feel like it's quite spammable, I beat the second gaunlet just by facehugging the mobs spamming parries and getting lucky. I solved the piano puzzle by matching the scale degree, but not the big frog with a big button on the far right. I ended up backtracking to the final boss and accidentally beat the game. Overall everything felt very polished and I would pay for a full game! The ending suggests that there is a different ending if you solved the puzzle? Any hints?

Submitted(+1)

The parry is fun, and I like how only being able to deal damage with the parry encourages you to run into enemies' attacks instead of dodging them so that you can beat them faster. I do agree with Looey's comment though about how you can easily just stand still and wait for the boss to come to you.

The visuals and audio are pretty nice and polished. The simple color palette is used well here, though a couple times I found it hard to discern enemies from the background decor.

The jump was kinda weird. The trajectory felt more like a hover than a jump. You don't have to jump much during fights at least, and there wasn't very much platforming, so that didn't end up being a big problem.

Is there supposed to be a puzzle with the piano keys? There's an NPC right before that sings a melody, but it seems like with the notes available on the piano it can't be played. I tried to adapt the melody to the available notes in a few different ways, but none seemed to have worked.

The boss fights were cool. On the attempt that I beat the final boss on, I managed to do so hitless, which felt nice.

It lacks a bit in the metroidvania/exploration aspects, though that's to be expected given the combat focus.

Overall, this is a pretty solid entry. Good job.

(+1)

The game looks epic :)

Submitted(+2)

fantastic game on both art and gameplay. but i did want to focus my comment on the parry mechanic because its the best part of the game and also its biggest flaw.


the parry mechanic is clearly the main point of the game, all the enemies are centered around it and it feels extremely tight and good to land parries. (though it did take me a while to figure out how to beat the first monster room) however i think the parry mechanic is too good that its all you really ever need to use. by the time i was fighting the actual bosses, i was just standing in the center of the room timing my parries to them and occasionally walking closer when they were shooting projectiles.

it was also very separate from the metroidvania aspect of the game since it served no purpose outside of combat and enemies only appeared in monster rooms for the most part. it would have been nice if there were some parry based puzzles that gate your progress around the map.

i also think the other upgrades would have been cooler if they were integrated into the parry instead of their own skills, like parrying in air caused you to double jump or charging your parry would break walls,

to sum it up, the parry mechanic was just too good that it overshadowed the other aspects of the game. i wish it was used more in the actual map world interaction of the game too.

Developer (1 edit) (+1)

Thank you for such an in-depth review! I think the idea of using the parry for everything would have felt pretty strange on the conrrols side, but I do see where you're coming from. I also appreciete your feedback on the design of the parry, and how you don't have to move as much. It's something I did notice while playing, but there's one thing that makes it make sense to me.

At heart, the game is a speedrunning game. I've said it before, but I believe the challenge of a boss comes from optimizing and chasing it down to get every parry you can, leading to clean parries and a bunch of timesave. (This is also why I removed unblockable attacks.)

I totally get it though. I do hope the design flaws you pointed out don't affect your ratings that much, and I'll be very focused on making sure everything feels cohesive and making sure the player has a reason to move about on a casual playthrough in my next projects.