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ShapeJourney's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Gameplay | #129 | 3.629 | 3.629 |
Overall | #300 | 3.343 | 3.343 |
Originality | #347 | 3.343 | 3.343 |
Presentation | #482 | 3.057 | 3.057 |
Ranked from 35 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
What do you like about your game?
My grappling hook! It feels really good!
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Comments
I’ll start with a recap of my experience: when I first tried this game last week, I was deterred from finishing it. I had a lot of trouble with the moving circle-platforms as I kept slipping off them, they just seemed very janky. I kept falling into a pit that seemed to have a buggy room transition, as I ended up inside the wall of the room below. after some struggling I managed to get out, but the way back to the circle-platforms was really tedious. I quit the game after this whole ordeal happened for the third time.
I tried the game again today, and I realized that standing still was the trick to those moving circle-platforms, so they didn’t give me much trouble this time. I beat the game in 22 minutes on normal.
for the feedback: the “no art” visuals work well, although it can be a bit busy at times. I think it could have leaned more towards minimalism, but I realize that’s a personal bias. the music got a bit repetitive, and there’s a lack of sfx.
I enjoyed most of the mechanics, especially the core dash/attack. unfortunately, I found the most viable strategy to be spamming dash through enemies, as every room gives a full heal and the checkpoints are very forgiving. I wish the combat was better tuned, as right now there’s no reason to fight anything except for the bosses. the dual-purpose action is really nice, and having to counteract the movement from dashing while attacking is an interesting concept. it’s a shame that it’s only played into with the triangle boss.
here’s my list of nitpicking:
to end, I wanted to address the control scheme. I get that this game was designed for spamming clicks on a mouse, and controller is “not recommended”, but I beg to differ. the default controller bindings seemed incomplete to me as I wasn’t able to move, so I played around with rebinding things with a third-party tool: left-stick/d-pad for movement, A for jump, B for roll, X for hook… and more interestingly, I put each click on two shoulder buttons so I could alternate between them: left-click on LB and LT, right-click on RB and RT. I don’t think I could have spammed mouse-clicks for 20 minutes straight, but with this controller setup it was just a blast. it felt great to spam buttons and fly across the screen.
Oh, glad you could make it work well on controller!
And thanks for the feedback!
Yeah, I actually found the moving platforms bad myself, but had the deadlines and the few playtesters I had didn't see a problem the way it was, so I decided to let it go sadly
Sorry for the hard time
For the fight with normal enemies, I realized it was actually a reflection of how I played metroidvanias, but that it wasn't how most people liked to play them haha, my bad, definitely learned a lot
Thanks a lot for the tips too, if I decide to do something for the Super Metroidvania Month, I'll definitely use that, and potentially even put it into a whole new "game"
Ah! Forgot something important!
Where did you have the bug of the player being blocked in the whole exactly? (Which hole? Towards the right or the left?)
It's not supposed to happen! hahaha
I tried to reproduce it now, but couldn’t. I guess I got really unlucky! I don’t remember exactly where it happened, but it was when falling down somewhere around here:
1H 12 on normal. Slow but fine for me lol.
I enjoyed how much you managed to stretch minimal mechanics both from the bosses and from the platforming in the last fight. Gameplay was very smooth once you got used to all the stuff. I especially liked all the boss mechanics on sky lord. The last boss was a skill jump compared to the first 2 but you make good progress as you iterate through it, and thats a very rewarding feature of good platformers.
The graphics were very thematic across the areas, allowed some intuitive navigation.
Thanks for the feedback!!
No worries about the time, it's a souls-like game, and the fact you finished it is already good in itself!
Glad you liked the sky lord, lots of people liked it, and I definitely have to learn about it to do more like this one
this was pretty solid! took me around 47 minutes to beat on normal, wasnt expecting so much stuff in it! my favorite part of the game was definitely the grappling hook, rly fun to use!! i kind of wished the rest of the game felt as fluid, but besides that, this was cool!
Thanks!!
Definitely feel like I have to redo the first part of the game, since I didn't know yet about the abilities I'd give and didn't have any experience haha
Glad you liked the grappling hook! My favorite part too!
I originally wanted to let the player be able to go to the final boss and beat it without getting any ability, but when I got the grappling hook, I felt like it would have been a shame to not have to use it haha
Oh, a fellow metroidvania entry! :D
I like that you managed to do so much with just simple shapes (and text to drive the story of the world of shapes). :)
Thanks!!
Glad you liked it :)
Gotta play your game too!
Wow, what a ride. finally beat all the abberations on easy mode. That was a full fledged game. Amazing.
Thanks!!
And thanks for playing!!
Movement feels nice, though I feel like the dash isn't very impactful. This probably is because you can click it as fast as you want, might be a consideration for future updates!
Got it, thanks!
Feeling like if I added a screenshake or other effects that are really noticeable, that might just disturb the player since he has to spam it a little from time to time, but maybe that's just something to balance and definitely deserves to be verified
That was a really cool game!
I got frustrated at first when unable to beat Spike Lord but I made it to the other boss and it was really well made in my opinion (even if getting hit by the big ball can result in a kick death). I managed to beat Spike Lord with a bug : its timed attack continue to change when the game is paused, which makes it possible to just wait for the floor spikes to disappear.
The mechanics felt pretty good, but I would make the swing be able to shorten the rope to avoid getting stuck on the floor. I was kind of disappointed to not be rewarded for explorations (a few empty corners) but I understand that it takes time to do this sort of stuff.
Edit : I felt that coyote time did not work when falling off moving orbs, I might be wrong tho.
Edit 2 : Also really appreciate the Linux build.
Thanks!
A lot of people find the Spike Lord to be worse and less intuitive than the geen one, so your feeling are understandable
I noticed that pausing a game had an impact on some enemies (like the ones that were throwing bullets), and didn't really think it was important fixing it (because of other priorities), but didn't know about the boss, so thanks for that
I thought the same with the swing, but didn't know input to use and didn't want to overload the player with inputs, so I gotta figure it out
Would have loved to hide some stuff, put some collectibles etc, but didn't have time sadly
About the moving orbs, I kinda feel bad about them because I don't think they feel good, and I know it can be a bit difficult getting on them depending on their velocity, so I wanted to add some kind of attraction to them to make it easier, but no time
Don't think there would be any reason for the coyotte time not to work in that case, maybe it's just too small tho
Also, haven't tested the linux build, so thanks for informing me it works as well as the windows version haha
Even if the overall feel can be improved, It's a pretty cool minimalistic metroidvania.
As a masochist I decided to play on the hardest difficulty and I managed to kill the first boss, if only there was saving I would continue it but maybe for the next build.
Other than that, I think the dash/attack ability is kind of unintuitive and frustrating, I don't know if that's intentional, but if not you should consider having one button to attack (shoots in the last direction you walked) and one for dash (shoots in the opposite of the last direction you walked) instead of having one for right and one for left
Thanks for the feedback!
Considered that, but one of the problems is that since your character is a cube, you can't really see the direction it's going to, and for the grappling hook for example that would have been a little bit complicated I think
Well played for beating the first boss in the hardest difficulty!
Well that's true, but as the player you know when you're pressing left or right, or you can also bend the character a bit on the left/right based on where they're walking (I wanted to add that too but didn't have time)
As for the grappling hook, I still haven't tried that
Also, recommending you to finish the game, even if it's in normal mode, I think the part you played is actually the worst one haha
The game is really enjoyable to play, offering a diverse range of enemies, bosses, and environments. The music is beautiful and, combined with the smooth and organic animations, brings the character to life, despite being just a small white square. As for improvements, you can try making the player character a bit bigger and adding a cooldown between dashes. Also adding sound effects would greatly improve the experience. Overall, a fun and content-rich game. Greatjob!
Thanks for playing and for your feedback!
Even if no one realizes, there's actually a cooldown for dashes, but is of 0.1s haha
Wanted to atleast prevent big spammers from being to op and to prevent some kind of cheat ig
But noted, making it atleast noticeable
Didn't have much time for the sfx (added the map and the music on the last day), but definitely is something important thar I'll have to checkout
Can I ask you the reason for the character being bigger? I feel like it would just increase the hitbox and make it even harder
Ah, okay, it's good to know there's a cooldown, even if it's just 0.1s! It was so subtle that I actually thought I was cheating XD.
As for the player size, sorry for the confusion. I meant the scale of the player relative to the screen (i.e., the ratio of its height to the screen height). For example, in Celeste, the character's height is about 10% of the screen height. In your game, it's only 2%, so it occupies very little space on the screen. Zooming in a bit could increase the focus on the character.
Gotcha
Feel like the zoom should depend on the speed of the character, and since I was going for a more "speedrun" kind of thing, I unzoomed a lot
But once again, Celeste is a "speedrun" game too, so idk hahaha
Think it also has to do with the fact it's a metroidvania, so there are different direction to go to, whereas in Celeste it's rather linear so you don't have too see where you could go
Although I probably should have modified the zoom of the camera depending on the room the player is in, and when I made the grappling hook, I realized the zoom wasn't correct at all for its use (hence the unzoom part), and that's where I realized that maybe I should have modified the zoom depending on the rooms
I think I actually did it for 1 or 2 rooms at the end, but should have done it more
I really like the difficulty aspect and the sort of bullet hell. The platforming feels good too but its kinda weird you cant dash to the left, idk if thats intentional
Good game!
Thanks for playing!
Can't dash to the left? Just to make sure, the controls are left click to dash in a direction and right click to dash in the other
If you felt it had to do with the mouse position, it isn't, and the mouse is actually totally hidden on the windows/linux versions (Can't do that on webgl)
i don't personally find this game hard, just very frustrating
specially combat, the idea of you attacking with your dash is nice and all, but the fact you have two buttons for each dash direction makes it very confusing
double that with the fact that if you want to dash to a direction you have to click the mouse button opposite to that direction, while attacking you need to click the one pointing to that direction and it just causes the whole experience to become confusing
i spent the whole game just dodging enemies instead of engaging with them 'cause it just wasn't worth it trying to combat them with how weird attacking felt, which is a very weird thing since whenever i play a metroidvania i ALWAYS make sure to kill every enemy on screen, even if i know they'll respawn, but this game just makes me feel like combat is not worth it at all
i also really don't like the way the dash was implemented, in any other metroidvania the dashes stop or at least reduce any sort of vertical movement
i get that doing that would probably conflict with the fact of the dash being spammable, but i don't think there was a single moment where i though "wow, i really need to spam the left mouse button to get to this place"
i think this game tries to reinvent the wheel by combining movement and combat into one single thing, but it just ends up making the movement seem confusing and the combat very unapproachable
although, i have to say i really enjoyed the power ups you get after fighting the bosses(or at least the one on the red village, i stopped playing after i got to the second boss lol, but if they're all this creative then congrats dude) they really make navigating around extremely interesting
and i also enjoy the animations, i kind of get the artstyle you were going for, even if it feels very incomplete it still is interesting
although the background being the same texture as the floor do not look very good, i genuinely think you could have gotten away with just making the background black to add some contrast as the way it currently is makes everything very hard to read
plus, the mini map blocks my view a lot of the time, there probably should be a way to turn it off
Thanks for the feedback!
And sorry for the time I took to reply, there's just so much I wanted to do it at a good time haha
Definitely have to make input remapping
My main experience with metroidvanias is EnderLilies, where I just spent all of my time dodging enemies, so this game is a reflection from my own experience, gameplay, and likings, and I now realize that it's not how a lot of people play and like metroidvania games ; I personally like the "speedrun" aspect, hence the direction of that game ; so you're right, combat is not worth at all
Since you can "spam" the dash, stopping vertical moment would mean you can go through any gap, and for reducing it, it might be a bit tricky balancing-wise for cases I have a gap on purpose so that the person can't reach it, but could potentially reach it with the dash if it reduced vertical velocity (even if it is only a matter of possibility; I didn't know what my abilities would be when I started the game, and how the game would be like); but would have to try it, could end up feeling better
In general, the dash/attack definitely has been criticized, and I'm probably gonna either remove it/replace it, either gonna change it for my next metroidvania or for a continuation
Glad you liked the power up from the red boss, the one from the green boss definitely feels great later on the game
Could you give me some more feedback about the artstyle, and about what you think it needs to feel more complete?
Also, added the minimap on the last day, so didn't have to test it much sadly I guess, even tho I thought about putting a button to remove it too (but didn't for no real reason, except for time constraint, definitely should have done that)
Thanks again for your time!
About the background and foreground, I think it's actually because I decided to change the colors just before the submission to use a better color palette, but didn't ensure that the background was dark enough
So I think it's just that I have to make it darker
This game is interesting, at first glance, by just looking this you see simple shapes, and some are glowies but the atmosphere is very dreamlike which reminds me of Yume Nikki. But that's how I see it. I've been playing this game with my lights turned off. The Aberration Lord got a dope soundtrack!!!
Thanks!!
Glad you liked it
Don't know about Yume Nikki, but will check it out!
Also, all of my musics are from Alexander Nakarada, who makes really nice copyright free music, been following him for a while
The game has lot of content for a jam game, it really is a metroidvania with a fairly chunky map, tho I wish there's some way to get around the map faster. I think the dashing as attacking mechanic is an interesting concept, but I got a bit motion sick when spamming it a lot as it also moves the camera. Overall, a good chunky game with interesting combat idea. (also input remapping would be nice)
Thanks for the feedback!
The attack/dash does seems to be a bit controversial haha (first time I hear about the camera, but I heard about fingers being destroyed)
Getting around the map faster, what zones are you talking about more especially? (since the grappling hook can be used in some places to go really fast)
Haven't done input remapping before, but I do agree it would be really nice, especially with inputs as special as for this game
Usually around the earlier areas where I didn't have the grappling hook yet, but honestly it could just me be being lazy lol
Haha, if it's in the early areas, makes sense the
I don't really like my first rooms and would definitely redo them if I could
Didn't really know how my final version would look like at that time
very fun game!
Thanks!!
so i just went to the boss without killing any abberations...(except tutorial one)
Which boss?
It can be considered a speedrunning game, so it is rather normal
triangle something
I see, seems like recommending you to continue since it might have been the worst part haha
But yeah, fighting with random enemies isn't really a point that was focused on, even after the red boss, so if it was a point you liked about metroidvanias, I'm sorry about that
Super solid execution and a really interesting twist on the platforming genre. Feels good to control jumping and moving which is always the first thing I look for in a jam game like this. Nice feedback on actions and damage and clear instructions. Having the villages and NPCs gives it a narrative arc that brings it together.
Thanks!!
Really tried to put everything in my controls haha (input buffer, coyotte time, custom jump, etc)
Glad you enjoyed the narrative side too!
The dashes are really fun! I like that your lifebar is a square as well, nice game!
Thanks!!
I didn't make it very far into the game, but I found the mechanics fun to get used to. It took me a little while to get used to the idea of the dash being an attack, but I realized you could just walk towards your attack and you'd basically stay in place just fine.
Difficulty is the kind I enjoy, although perhaps a health managing system would be able to mitigate that feeling of unfairness some might feel. Otherwise I think it's a great game. And although presentation isn't great I like the "Thomas was Alone" feel of it. Proves it's a good base.
Thanks for the feedback!
I feel like the dash/attack is the most controversial aspect of the game haha
Even playing on normal I didn't make it past the first boss, tying your attack to the dash seems cool in theory but it make combat feel slippery and imprecise, which is awkward when the bosses moveset calls for precision to avoid the spikes. If you're expecting people to play patiently and only attack between moves then there should probably be longer punish windows or give the boss less health to avoid it feeling like a slog (especially on lower difficulties).
Thanks for the feedback
if you can't kill this boss, then you can always go to the other one, which is easier, so feel free to try out
Also, a tip, one of the key moments to deal damages is when the boss rolls towards you with any spikes on the way (feel free to look at the gameplay video too to see the rest !)
I think you tried to attack the boss while there were pikes, which isn't really ideal ; that's why you felt like it was slippery / imprecise