most have already said it, but as the game gets bigger, there will need to be some indication of important elements in the room other than just color. Keys are the only one that this build needs, but later mechanics might also need the indication. As for increasing complexity, routes that require going though different colored locks (and multiple rooms with the same colored key) can really make planning the route harder. An example would be to put an upwards exit in the green room, but then comes the complication of making sure players dont softlock themselves by falling from the top without the tools to get back up. maybe a reset button, or adopting the powerup systems of other metroidvanias?
Because your making this into a full game, I have just a few bits of small feedback because I'm too bad at game design to give you any big advice
- The crystal spikes in the first area don't really scream THIS IS GOING TO KILL YOU, so I ended up jumping into them quite a few times
_ There were quite a few times in the bubble area where I ended up falling down into the bubble elevator and being flung back up or accidentally jumping into it, so that should be altered a bit to make that less likely
- There should be some indicator for how the rooms link up, like colors corresponding with keys that are needed or are there
One thing that would be good is if when you have all the rooms, if it were possible to attach all the rooms together, like you can in when you have one less than all of the rooms in the game
One thing that would be really nice is if there was a way to see which keys are in which rooms. Maybe only if you've seen or grabbed them. I was able to remember it well enough, but it would have been helpful.
Congrats on making top 20 in the GMTK Jam! I wanted to reach out to ask if you would be interested in participating in an interview about your experience during the jam? Interviews are conducted over Discord and presented live on Twitch.
this game is so cool I love the octupus and his family and it makes me think there are lots of cool ways this concept could be used but it is showcase well good job :)
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most have already said it, but as the game gets bigger, there will need to be some indication of important elements in the room other than just color. Keys are the only one that this build needs, but later mechanics might also need the indication. As for increasing complexity, routes that require going though different colored locks (and multiple rooms with the same colored key) can really make planning the route harder. An example would be to put an upwards exit in the green room, but then comes the complication of making sure players dont softlock themselves by falling from the top without the tools to get back up. maybe a reset button, or adopting the powerup systems of other metroidvanias?
Very good!
Because your making this into a full game, I have just a few bits of small feedback because I'm too bad at game design to give you any big advice
- The crystal spikes in the first area don't really scream THIS IS GOING TO KILL YOU, so I ended up jumping into them quite a few times
_ There were quite a few times in the bubble area where I ended up falling down into the bubble elevator and being flung back up or accidentally jumping into it, so that should be altered a bit to make that less likely
- There should be some indicator for how the rooms link up, like colors corresponding with keys that are needed or are there
I don't think keeping track of what's in each room really adds much to the puzzle, it's just book-keeping.
A
Magnificent
Awesome
Zany
Imaginative
Neat
Game!
One thing that would be good is if when you have all the rooms, if it were possible to attach all the rooms together, like you can in when you have one less than all of the rooms in the game
One thing that would be really nice is if there was a way to see which keys are in which rooms. Maybe only if you've seen or grabbed them. I was able to remember it well enough, but it would have been helpful.
This game is an absoloute banger
This gives me "you have to win the game" vibes and I love it :)
oh my god me too! that was actually the first thing I thought of when I saw it
I love that game! Definitely took a little inspiration in the art department, lol
Woah! I love this game! Maybe make a longer, post-jam version?
this is deffinitely one of best game jam games ive played
This looks really good! And I love metroidvanias... But, I am colorblind. :-(
This is awesome, but the browser version breaks if you hit the Escape key!
Edit: I CANT READ.
"Esc: End game"
Congrats on making top 20 in the GMTK Jam! I wanted to reach out to ask if you would be interested in participating in an interview about your experience during the jam? Interviews are conducted over Discord and presented live on Twitch.
Cool :) I love the art and music!
A very cool game! Maybe the octopus could've had some animations, but other than that it's perfect, I like it!
This idea was great. It was a puzzle game that didn't feel that much like a puzzle
this game is so cool I love the octupus and his family and it makes me think there are lots of cool ways this concept could be used but it is showcase well good job :)