I really like the idea although jumping with Z took some time to get used to and the building of the map was a bit tedious. Otherwise a very well made game. Good stuff.
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Allocation's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Design | #10 | 4.667 | 4.667 |
Ranked from 114 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Comments
Excellent concept and representation of the game jam's theme. Metroidvania was one of the "genres" we talked about in our team but couldn't get to conceptualize. What you did is marvelous. The aesthetic is pleasant. One of my favorites so far.
_φ( °-°)/ We'll appreciate if you rate and comment our game: Slow Ride.
The only problem I see with the game is that the character moves too fast and you can't decide how hight you jump wich makes it hard to aim or simply moving around. This is a problem especially beacause the rooms are small and it doesn't take long to traverse them. Otherwise it's a good game: the concept is fantasic and the execution is also pretty good. I would like to see this as a full game.
I loved your game and have nothing substantial to say so let me just throw an idea:
I would love it if there were upgrades and stuff will begin to be father and father away, so you will have to use harder and harder rooms that were impossible before you got the upgrades.
Great work!
I really love the idea and the general execution, but the controls kinda ruined the experience for me. Having the jump and shoot keys adjacent meant that I commonly did one when I meant to do the other, which resulted in a lot of deaths. I know it's a jam, but generally having a couple control schemes pre-bound is a nice thing to do (WASD with space to jump is a pretty popular scheme, and none of those keys are used here).
The second issue I had with the controls was around the movement. The jump takes you way higher than you need to get on most platforms and the lack of ability to put yourself in a corner and turn around to shoot both make getting through certain rooms without being hit really difficult. The vertical shaft with the three blades is a great example. There's little room for timing a jump and a shot since you have to come off the wall to be able to shoot at the blades. Then the jump sends your head through the platform above the one you're aiming for, meaning that if you've not also watching the blade above, you get hit.
These issues aside, the game is really well made/designed. The art style is simple but super effective. The sound effects are serviceable, but can be a little on the grating side. The idea itself is incredible and has a lot of potential possibility space.
You've got a potentially really great game on your hands if you want to keep developing it. It could just use a little bit of polish in the controls.
This was great! Full version when? :-). I feel like it needs one of those plots where your character is on some dire quest and the game won't tell you exactly what that is until it's nearly over. And all the obvious not-a-gamejam-game polish, of course, but I'd definitely buy a completed version of this game.
Also: I want to see speedruns of this.






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