Play Protocol
Senescence Protocol's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Sensory | #3 | 4.167 | 4.167 |
| Execution | #3 | 4.000 | 4.000 |
| Metroidvania | #4 | 4.167 | 4.167 |
| Overall | #4 | 3.933 | 3.933 |
| Relevance to the theme | #5 | 3.833 | 3.833 |
| Enjoyment | #8 | 3.500 | 3.500 |
Ranked from 12 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Theme interpretation and application
The game is a journey of Discovery, about yourself, and the place you awoke to.
Limitation incorporation
(the title screen and the main character has some inspiration from psuedoregalia.)(there are pies in the world but honestly they don't look like them)(AMVE is somewhere in the map)(lighthop is a name of an ability)
Team/Developer
Looey
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Comments
The game looks and sounds incredible and extremely polished for a gamejam, the artwork and atmosphere are top notch! Although, it was sometimes a bit hard to tell the difference between walls, walkable areas, and other objects of interest due to almost everything being bluish grey.
The story seemed quite engaging and well-thought through for a sci-fi setting, and I found it quite impressive that so much effort was put into the storytelling in the first place, considering the level of quality of everything else. The upgrade stations doubling as story cutscenes was pretty clever, too!
The controls I'd say were the weaker part of the experience. They were overall fine, but the character felt very slow to control even with the dash. That wouldn't have been a problem in a smaller map, but there was quite a bit of walking back and forth in the game. Plus, the little bit of forward momentum while attacking often led to contact damage.
The basic walker enemies sometimes seemed to ignore walls, and the first boss was cool but it did seem to be just one attack and one phase repeated three times.
The second boss (giant lady) also looked really cool! Unfortunately, I got softlocked after dying to her once, since she got stuck in her stunned animation in the middle of the lake upon coming back, and I couldn't reach her or do anything else. And since the game didn't actually seem to save progress between shutdowns, I got sent all the way back to the beginning.
I will try my best to give the game another shot and update my review before the rating period is over, but I can already tell you did an amazing job!
yeah the second boss has an unfortunate softlock that is pretty hard to replicate, people only found out about it a few days after i posted the game.
i uploaded a version on newgrounds that has it fixed if you want to play it without the bug, i'll upload the fixed version on itch once the voting period is done.
Alright, I managed to avoid the softlock the second time simply by getting good and not dying!👍 Having only two phases on that boss felt maybe a bit quick, but considering it was again the same attack pattern twice, maybe it was for the best.
I really liked how the map looped around to the beginning near the end. I think I managed to find all but two health upgrades, based on my health bar. The final boss honestly felt easier than the second one, but it was still a fittingly climactic conclusion.
The ending was pretty sad, but I guess it was to be anticipated based on the lore up until that point. I had only hoped that maybe the robots could carry on even if the humans couldn't, but I guess they had fulfilled their purpose.
Overall, like I expected, it was a really good and solid game from start to finish, and felt complete enough to be worthy of a full release. Excellent job!
You did a really good job for the amount of time. Only thing that took a hot sec to get use to is the stop and attack. I have not played a stop and attack style game in a while (resident evils last know ones for me). I honestly want to see this become more.
Oh my gosh! How the heck did you pack so much in with just 30 days!? (°ㅁ° )
Plz share your wisdom. orz
The art here is amazing, and I loved lighthopping through those moving crusher things. (^o^)
If I had any complaint, it would be that the map felt a little linear to progress through, and that's really minor. (^^;)
I thought the whip actually felt pretty good to use, not too slow.
The (SPOILER) absorb->shoot upgrade was super cool, it took me totally by surprise and had a bunch of utility. :D
Overall this was just such a cool game. d( ´ ▽ ` d )
lots of pre production and planning is probably the one thing i can tell you with how i approach projects. having a concrete idea how your game will start and end helps a lot maximizing time.
to be perfectly honest this game is pretty short, i just added a lot of polish to make up for its length ;u;
Very cool! I personally thought the slow attack worked quite well, felt very “classic”. Impressed with all the polish, considering you got 3 whole boss fights, some actual lore and really impressive art overall. A lot of stuff just works well, i.e. dialog skipping when refighting a boss, puzzles staying solved even if you die… Also gotta give some credit for the abilities feeling unique, I didn’t predict what I was gonna get to get past the obstacles.
I could nitpick that the dialog had a few typos, the keyboard control scheme is a bit odd, and that the character’s pose looks a bit too stiff and upright when she’s dashing, but that’s minor stuff. Overall, really great!
The polish is amazing, everything was air-tight and work as they should! I especially enjoy the lore and the fact that there are 3 boss fights that utilizes the moves you unlock through your journey(The thirst-bait character designs are also a bonus), along with a banger soundtrack to go with them! I shall nitpick a bit here but that doesn't change just how incredible and complete this experience is!
Ok the nitpick: As an action game, everything from animations, dialogue, and movement can be sped up and it would make the gameplay more enjoyable.
The whip. Oh boy the whip. It's slow, travels only in 4 directions where enemies can move omnidirectionally, have a small hitbox, and it moves you forward. It might be the worst feeling main attack that gets you hit more than it hit things. It's probably a conscious choice to make the trash mob a threat, but with the current pace of the game, we can encounter less trash mobs and gauntlets and it would not hurt.
Nitpick over, I still really enjoyed the game and this is quite an achievement for just 30 days! Congratulations!
Yeah you did very well with the time you had.
This is just an all-around well-made entry.
Unfortunately I am a part of the 'felt a bit too slow' crowd. The main attack stops you completely, dashing into those pad things to destroy them, heck even the text has kind of a "reverse buffer" system going on that stops you from reading on even if you try to skip lines. I think the delays were in a little bit of everything which is why the 'too slow' became a common point. But I appreciate that the gameplay delays are necessary to create the kind of play style you were leaning towards.
I think that people's main complaint is that (and this is just my interpretation of the 'too slow' criticism) they wanted to be able to do more with this game shows that it's a top contender.
Really good game. Attack spacing took some getting used to but I actually enjoyed having that bit of friction at the start give way to eventually mastering the combat and the overall the pacing of the gameplay felt perfectly fine to me, I don't agree with the complaints about it feeling too slow. I suppose if one thing did feel a bit slow to me it would be the dash which felt like it could use a little extra range to make it feel more impactful. Art is gorgeous, game is fully featured and well polished, story is... well I'm personally not a huge fan of "death is actually good and necessary" themes as a rule but having a substantial amount of well thought out writing in a jam game is always massive bonus points. Easily a top tier entry. Really liked how the teleport worked too, being able to set up my dodges ahead of time in the final boss was fun and set it apart from just being another dash.
Cool game.
It's nice to see some top-down metroidvanias for the jam. Unfortunately, the game feels super slow sometimes. The enemy design and especially the whip seem like they lend themselves better to faster movement and pacing. The fact that the whip sends you forwards and stops you from moving for a long time makes it pretty easy to just run into enemies. Would be much better if the whip knocked you back after hitting an enemy like in Hollow Knight. Other than that, great game! The story is probably cool (though, I don't really understand it lol), and the art is gorgeous, reminds me of Pippistrello and the Cursed Yoyo. Nice work.
thank you, though combat was definitely intended to be slower, taking inspiration from pre SOTN castlevania and mina the hollower's whip playstyle. but people do bring it up a lot as critique point so i definitely fumbled in the combat execution there ;u;
The art and music and stylistic direction is awesome. Gameplay was alright but feels a bit slow and stiff to me,. The powerups are cool, tho the projection one having a solid collision box bugged me.
Thank you, I never actually realized the warp Projection had a collision box and right now im too worried if that will break anything since it was like the first ability i programmed in the game
Wow. This is amazing! I liked the story, surely it's not relevant to anything currently going on today. Enemies can walk through walls sometimes which caught me off guard. Also it just bugs me that she dashes while perfectly upright, no action pose or anything. I sure feel silly now walking past all those shield guys waiting for an upgrade, not knowing I was supposed to hit them while their shield was down.
Thank you! Honestly i would have added a different sprite for the dash but i just found it funny so i decided to keep it like that ;u;
i was also pondering if i should force the player to kill one shield guy before they were able to leave that one room but i had enough people figure it out early during playtests that i decided to not do that