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(+1)

Great entry. Solid, complete game. Graphics gave me a super Metroid feel. Liked the music. I didn't know Suno could do loopable music. Nice adherence to the theme. Loved seeing Godot used! I would really like to know how you do one-way platforms and allowing the player to drop through platforms.

I did not love the vine swinging. It prevented me from getting one of the dots because I just couldn't figure out how to not swing myself into the spikes. I wanted to like it, because I love the swinging in Super Metroid, but it just felt very punishing, even after it started feeling more comfortable. I feel like it would've felt better if the collision shapes were just a bit larger for when you could grab on.

I also hated that puzzle room. It was clever, but it was really annoying, and the skill level to solve it was a leap above anything else required in the game. It gave me a lot to think about, because I was thinking in my game, I should've put a build-up to the lock issue. I felt that another puzzle or two before that puzzle room to get the mechanics of riding blocks would've been good. Because it's the first pushing puzzle you encounter right after getting the push ability.

Still, overall fantastic entry.

BTW, was the end screen a reference to Jonathan Colton's song "Code Monkey"?

Thanks for checking it out!

>  I didn't know Suno could do loopable music

It can't, I generated a few tracks off of the base track I had and then edited things together in audacity, I tried to find a part that looped reasonably enough and masked it a bit with some cross fading. Its definitely not a perfect loop I can hear it and it drives me a bit nuts but it seems not to be as noticeable to people actually playing the game. Finding music was really rough, I looked around a lot to find something that fit the vibe I wanted. Definitely something I want more capabilities on for future games/jams.

> I did not love the vine swinging

Yep fair. It's kind of tricky. Its also the only real dynamic thing I had to play with so I probably overused it fleshing out the level design. Its a timing thing, and often you need to not stay on the swing the entire arc.

> I also hated that puzzle room.

Yep fair enough. My original plan was to have many more puzzles but it turns out making puzzles is hard. This was the first puzzle I made that I could actually get to have a single satisfying solution. I only playtested it with 2 people, one solved it right away the other struggled but eventually got it, so I figured it was at an acceptable level. I agree though if I were making a larger game I would want to build up to this and teach some of the dynamics of the blocks outside of this room.

> BTW, was the end screen a reference to Jonathan Colton's song "Code Monkey"?

It wasn't but thats a good song :)