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( 1)

Hi! Its always awesome to see 3D metroidvanias, so I really liked this one!
I liked the upgrades and secrets to find, the game also gave me some Metroid Prime/Dune vibes but in a Nintendo 64 style, probably because it made me remember of the game "Armorines" for N64, which was awesome. Also Shooting the rifle on enemies was satisfying especially after the automatic upgrade, and the red circle effect when shooting surfaces had a really cool spread effect.
The only problems I had where that some of the areas where too similar, and without a map it made me quite lost sometimes, maybe more unique colored areas like the abyss could be cool. And also the breakable rock walls where a little too hidden sometimes, since they are the same color as a normal wall, but if the idea was to make them actually hard to find, maybe an audio cue could help instead of making them more visible, like a wind whistle coming out of them. Also, some more audio variety could improve the overall game, maybe a light soundtrack or different ambiances for different areas could make them stand out more. And finally, I imagine it was because of time constraints, it was a shame to see that there was no final boss, I was kinda pumped after finding the final missile upgrade to shoot my way trought the end, but it's understandable since its a 3D metroidvania for a game jam, which is already impressive!

Overall, this was an impressive entry and fun to play, it would be awesome to see a final polished version with the full ending and improvements. So congrats!

( 1)

so my original plans, i had them all written out. there were going to be 2 different areas. i had made the textures (which ended up getting used for the weird purple water) but had wayyy underestimated how long it was going to take to get these levels put together (specifically the 3d parts of it, which i am still very slow at). the second area's entire purpose was to split the map into two to hopefully reduce how much people got lost and also have some other pieces to put throughout the rest of the world. in the end i was struggling to get for instance even just the sounds in. i think my biggest set back when it came to the boss (and the enemies in general) was that i didn't plan them out more specifically. i was very vague in my notes about what i wanted for them and that really bit me in the ass. in fact everything i was vague about bit me in the ass lol. lesson learned i guess. thank you so much for playing through to the end and leaving a comment, i really appreciate you! i'm gonna take a look at your game as well!

( 1)

I see, indeed one of the biggest problems in making Jam games is the scale, it's really hard putting every single idea in a short amount of time, so it can be a good idea to make a very short game but with a very well done beginning, middle and end, even if it only lasts 10 minutes total, or also having a well tought out plan B to shorten the game if there is not enough time.
But even so, your game came out pretty cool and if the final segment was completed I would not have ever tought that you had setbacks with the scale, so congrats!