Really great game, gameplay, story, meaning, visual and in many other ways it truly stands out and the effort put in during a single week is truly outstanding. Just before I got into the 2nd phase of the game I decided to go pacifist just for the fun and it truly made experience way better as I got to experience goombing on top of "enemies", being goombed on, seeing semi-invisible "enemies" hiding in shadows, being cornered by "enemies" with no solution. But eventually probably after an hour or so I persisted and it was wonderful, definitely enriched my experience as I got to enjoy the world yall built even more. As soon as I saw the dash ability and Z was binded to jump, I knew already that Celeste vibes are definitely gonna creep in more :D and having only horizontal dash met my expectations of getting some upwards ability later on too. Everything felt polished, felt more like a demo rather than a game jam game.
The game is fire, awesome visuals great atmospheric soundtrack. Controls could be a bit more intuitive, but whatever...
The intro almost crashed my browser, so a downloadable would be nice. The gameplay was frustrating, somehow in a good way though.
I'll be diving into spoiler teritory here, so if anyone is reading this and hadn't played yet, here is a warning.
The game becomes increasingly more frustrating, as I said already. This makes you build up hatred towards the stronger bugs. Once you reach the final level, you realize they are weaker than you and want to eradicate them all! Soon after you realize however, that the only thing you accomplished is turn from the bullied to the bully. You became the very thing you wanted to stop.
This moment really hits hard and I appreciate it probably more then most people.(If you could't tell by the whole essay I just wrote lol)
This game is awesome but some aspects of it can be improved. First off I can't stress enough how good the art and music are. I want to hang pictures of this game on my wall. You guys should add some post-processing/shaders to it, to get the best out of the beautiful art you have made. The music and sound effects are also excellent. The controls tho... They don't feel the greatest. I see that this is a problem that lots of other people are pointing out, but it takes away from the fun of the game. Another minor thing: make an animation for when you attack and jump. The fighting mechanics are also a bit underwhelming, but aside from that, the game is enjoyable.
I definitely think controls need to be rearranged, especially for a platformer! Some more sound design implemented could also really enhance the player feedback to make it more satisfying, but overall a really lovely concept and the art style is amazing! Props to you guys, give yourselves a pat on the back from me!!
The controls are a bit unintuitive. I would put jump on space and attack on mouse click or some other button. Graphics look well, a little tip: try to look a bit into post-processing, it can enhance the look! Also be a bit more creative with the gameplay mechanics, it gets repetitive after some time. If you can work on these little things, I am sure you can make a really great game out of it! Nice job! :)
I got as far as learning the dash, wanted to leave some feedback! This game has some great atmosphere and it fits the metamorphosis theme great. The menus and cutscenes are really impressive, and you guys have a great idea for making menus feel moody.
The lighting in the levels is great, and the colours work very well. Backgrounds are very good-looking the way they've been implemented.
If you ever plan to expand, or if this advise is helpful for another project, here are some points I think could be improved.
- The player is in desperate need of more feedback when attacking or double jumping - some particle effect or a more noticeable animation - even just using tweens to make some visual difference. Right now it's hard to see when you do anything and so the game doesn't feel very responsive.
- the life counter is right in the top left corner, out of my immediate peripheral vision, and there is nothing drawing my eye to it when I lose a life. As such, dying can come as a bit of a surprise because it's hard to keep my health in mind. Change this to an icon that visually draws attention when the player is hurt and move it a bit out of that corner so he player can see it more easily to improve that communication.
- I think you're going for someting cool with the narrative voice, I can see you really thought about theme and the yearning a metamorphosis can represent, the insufficiency, etc. The cutscenes and text-frames are cool. But they take ages, I can't move whilst the game is talking to me, and after the first time it got a bit frustrating. I also couldn't really see how I earnt a metamorphosis, it's not really connected to anything but running through a level. What about having the player collect 'information' on the enemy's evolution whenever you kill an enemy, filling up a bar or counter, so that when the player has cleared enemies in the level they are rewarded with a new skill as a sign of a deeper understanding? that way, there is a purpose to attacking these creatures that links directly to our evolution.
- I think the double jump could be a tad higher, it's not satisfying to have to stand at the very corner beneath a wall to just about scrape past the edge.
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Really great game, gameplay, story, meaning, visual and in many other ways it truly stands out and the effort put in during a single week is truly outstanding. Just before I got into the 2nd phase of the game I decided to go pacifist just for the fun and it truly made experience way better as I got to experience goombing on top of "enemies", being goombed on, seeing semi-invisible "enemies" hiding in shadows, being cornered by "enemies" with no solution. But eventually probably after an hour or so I persisted and it was wonderful, definitely enriched my experience as I got to enjoy the world yall built even more. As soon as I saw the dash ability and Z was binded to jump, I knew already that Celeste vibes are definitely gonna creep in more :D and having only horizontal dash met my expectations of getting some upwards ability later on too. Everything felt polished, felt more like a demo rather than a game jam game.
Exception game, loved the story.
There isn't exactly much to say about the gameplay other than I wish there were some checkpoints throughout the level.
I love the atmosphere and ambiance of this game, it really reminded me of Hollow Knight or Ori.
I liked the story.
The end track was really nice.
I absolutely love the art and I think whoever worked on it did an exceptional job.
The one thing I do dislike is that I was forced to kill one of the bugs at the end and it made me sad :'(
Exceptional game.
Music, Visuals are awesome
The controls are weird. Having to jump on Z and attack on SPACE is like drugs
Just like kuli i didnt finish the game why? just like kuli said for himself
10/10 peak, please continue to make more games and please include some easter eggs
Music is great!
Visuals are nice.
The controls are weird. It would be nice if you could use all the necessary controls without having to reposition you hand a bit.
I didn't finish the game, because I got defeated once and put back at the start, so I can't say much about the story. I'll call that a me problem.
I assume the shadows are there so you don't see the enemies behind ledges or something, but it often times bugged (pun intended) out a bit.
Overall, very enticing game just from my 4 minutes of playing :)
The man is back! Let's goooooooooo!
The game is fire, awesome visuals great atmospheric soundtrack. Controls could be a bit more intuitive, but whatever...
The intro almost crashed my browser, so a downloadable would be nice. The gameplay was frustrating, somehow in a good way though.
I'll be diving into spoiler teritory here, so if anyone is reading this and hadn't played yet, here is a warning.
The game becomes increasingly more frustrating, as I said already. This makes you build up hatred towards the stronger bugs. Once you reach the final level, you realize they are weaker than you and want to eradicate them all! Soon after you realize however, that the only thing you accomplished is turn from the bullied to the bully. You became the very thing you wanted to stop.
This moment really hits hard and I appreciate it probably more then most people.(If you could't tell by the whole essay I just wrote lol)
Overall a solid game 5/5
Thank you so much Pixlated !!! I'm glad you finished the game and understood the message.
After feedback, I do agree that controls could've been better.
Again thank youu !
This game is awesome but some aspects of it can be improved. First off I can't stress enough how good the art and music are. I want to hang pictures of this game on my wall. You guys should add some post-processing/shaders to it, to get the best out of the beautiful art you have made. The music and sound effects are also excellent. The controls tho... They don't feel the greatest. I see that this is a problem that lots of other people are pointing out, but it takes away from the fun of the game. Another minor thing: make an animation for when you attack and jump. The fighting mechanics are also a bit underwhelming, but aside from that, the game is enjoyable.
Needs mobile compatibility, also
A/D (or arrows)- Walk left/right
Z- Attack
Space/W/Up arrow- Jump
X- Dash
C- Grab onto wall
W/S(or arrows)- Climb up/down
Just my suggestion
I definitely think controls need to be rearranged, especially for a platformer! Some more sound design implemented could also really enhance the player feedback to make it more satisfying, but overall a really lovely concept and the art style is amazing! Props to you guys, give yourselves a pat on the back from me!!
Thank you so much for the feedback!!
We got few comments about the controls - in your opinion, what would you change or set them to?
Again, thank you for kind words we appreciate it!!
The controls are a bit unintuitive. I would put jump on space and attack on mouse click or some other button. Graphics look well, a little tip: try to look a bit into post-processing, it can enhance the look! Also be a bit more creative with the gameplay mechanics, it gets repetitive after some time. If you can work on these little things, I am sure you can make a really great game out of it! Nice job! :)
I got as far as learning the dash, wanted to leave some feedback! This game has some great atmosphere and it fits the metamorphosis theme great. The menus and cutscenes are really impressive, and you guys have a great idea for making menus feel moody.
The lighting in the levels is great, and the colours work very well. Backgrounds are very good-looking the way they've been implemented.
If you ever plan to expand, or if this advise is helpful for another project, here are some points I think could be improved.
- The player is in desperate need of more feedback when attacking or double jumping - some particle effect or a more noticeable animation - even just using tweens to make some visual difference. Right now it's hard to see when you do anything and so the game doesn't feel very responsive.
- the life counter is right in the top left corner, out of my immediate peripheral vision, and there is nothing drawing my eye to it when I lose a life. As such, dying can come as a bit of a surprise because it's hard to keep my health in mind. Change this to an icon that visually draws attention when the player is hurt and move it a bit out of that corner so he player can see it more easily to improve that communication.
- I think you're going for someting cool with the narrative voice, I can see you really thought about theme and the yearning a metamorphosis can represent, the insufficiency, etc. The cutscenes and text-frames are cool. But they take ages, I can't move whilst the game is talking to me, and after the first time it got a bit frustrating. I also couldn't really see how I earnt a metamorphosis, it's not really connected to anything but running through a level. What about having the player collect 'information' on the enemy's evolution whenever you kill an enemy, filling up a bar or counter, so that when the player has cleared enemies in the level they are rewarded with a new skill as a sign of a deeper understanding? that way, there is a purpose to attacking these creatures that links directly to our evolution.
- I think the double jump could be a tad higher, it's not satisfying to have to stand at the very corner beneath a wall to just about scrape past the edge.
Nice work!
Thank you so much!