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Magic...gear?

You could say it's pretty solid

(+1)

Colonel, im trying to sneak around, but the clapping of my wands keeps alerting the golems...

Jokes aside, its not working if I try to run in browser on firefox, it gets stuck fading in the title screen, just as a FYI. Will download instead, can't wait to play later!

SO GOOD FIVE STARS MAKE IT LONGER MY  ROTHER AND I ENJOYED IT :DDDD

(1 edit)

This is a bit of a confusingly designed game. Not that the game mechanics felt underexplained or that the world felt too easy to get lost in (that part honestly felt a bit too straightforward), but the implementation of movement, combat and level design into the premise of it all felt so puzzling.

We are informed that the main character is a pacifist who doesn't kill. How do we implement that into the game? Give her infinite ammo and no repercussions for killing. We are informed that the main character is a spy. How do we implement that into the game? Make stealth the most ineffective way of playing. With how slow and weak the enemies are running past them is barely an inconvenience. Besides there is not a SINGLE power-up that improves stealth. As a matter of fact the Phase power-up is the opposite of stealth, allowing you to trip every alarm and just ignore the consequences.

Here's my feedback: make the enemies invincible, with your attacks only stunning them. Alternatively make the enemies explode on death to discourage killing. Make the Phase power-up give you invisibility, not invincibility. Invincibility completely trivializes the late game.

(+1)

I think your feedback is spot on. Have you tried the first version? Repercussions for getting caught are a bit harsher in it. I think all your critiques still stand, but the first version feels like it's pushing you to be stealthy a bit more.

(+2)

And now I'm even more confused. This is an improvement in essentially every way. The level design is tighter, there is more enemy variety and I felt inclined to utilize stealth the whole way. The Phase ability is still overpowered and there is no boss music, but this is pretty great.

(+1)

First of all, thank you for the feedback. This game is definitely not how I wanted it to be, as it was made amidst other work I was doing (and I did it ALL by myself). From the first to the second version, I thought about expanding the mechanics, enemies, and other things, but I only had a week and everything was left half-finished. The solution to deliver something within the jam deadline was to cut and simplify elements to make the game playable, even if not in the ideal way. There would be power-ups, a greater variety of enemies, and other things that I will implement in the future if I have time.

Regarding the character being a pacifist, no enemy explodes, they just go off-screen. As you can see in the first version, the stage enemies would be deactivated, but there is a bug in this programming that I couldn't fix in time, the solution was to make enemies simpler in every way, but they don't die, they are just deactivated and thrown off-screen. Finally, remember that this is a game jam game, which I made with the little free time I have, and that to make it a minimally viable product, I had to remove many things I wanted (like a map, for example). Even so, the game placed well in the two game jams I participated in, but I intend to make occasional updates and bring it closer to the version I originally conceived.

Really fun game! The art direction was really polished and I liked the limited color pallet. The platforming was great and really satisfying. I also found the dialogue very funny, and its clear you have a love for metroidvania games and MGS. 

One of the issues I had though was that I really didn't understand how to defeat the final boss, and ended up watching the playthrough video from itch.io to understand what to do. I also ran into a bug where I took damage from the flame throwers and got boosted into a ceiling tile and couldn't move.  I ended up restarting the game again.

But overall, really impressive you finished this for a jam while using Construct 3 for that matter. Great job!

I like your art and admrie your ability for game design. Are you self-taught by any chance? Check out my latest game Wingin' It!, and let me know what you think. 

(+1)

it's pretty funny your game :3

I'm glad you liked it! :)

(+1)

Just played the first version. Oddly enough, I think it's actually a step up from the second version. It felt like it played off of the concept of her not destroying things a bit better. The level design also had a lot more going on. In the second version I learned very quickly that you can just constantly trip the alarms and the consequence isn't too bad. There were time in the first version where I really wanted to avoid getting caught.

(+1)

5:09 was my best time. Some sloppy bits. Biggest mistake was the boss. If you wait for the spotlight to go by you once after hitting the heart for the first time, you can two cycle it without ever setting off an alarm. Sub 5 is totally possible.


(+1)

Tried again this morning and immediately got a better run. Shaved 6 seconds off. A few places I could've played a bit better, but no major mistakes like last time. If I clean it up I can get sub 5. Better RNG or routing changes could bring it lower.

(+1)

Welp, found a better route. There's a way to skip the double jump which saves a ton of time and cuts out the mini boss. Pretty sloppy. I'll try to clean it up. 


(+1)

And... I improved on the last run almost immediately. Still has plenty of room for improvement (that first jump is kind of embarrassing and the last room is ugly.) I think if this were cleaner it could be around a 3:15. If I could find a way to get through the spikes without the float then we could get really low.

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(+1)

Damn this really is stellar

That last fight drove me nuts the first couple tries and then as soon as I figured it out it became instead consistently challenging, which is really a sweet spot. Really nailed it, imo.

(+2)

Nice game! I had a lot of fun. Very cool and lots of polish, oomf, and personality. I think if you worked out he bugs, added some more plot and levels, you could sell this on Steam.

(+1)

Really good game! Keep up the good work!

(1 edit) (+3)

Why don't you just expand this and sell it on Steam?  

(+2)

Magic Gear!?.. It can't be!

(+2)

Great game! I played to the end and enjoyed it. Love the artwork and palette, love the NES vibes, great music, and the character art and animations were excellent. You implemented a lot of mechanics here and they played smoothly (I didn’t end up using roll or phase, but loved the phase animation). It’s rare to see a solo game dev do both artwork and mechanics/level design so well. I got stuck at the final boss and couldn’t figure out how to do damage (like others, I attacked the eye, gears, hands, but wasn’t noticing any progress; a comment here gave me enough of a tip) – the scene is pretty chaotic, so perhaps more audio/visual feedback on gear destruction would help? I had fun, awesome work!

(+2)

Fun game! I loved how clean the gameplay and graphcis are.

My only issue is that you get most of the upgrades right before entering the base and felt underutilized.

Thank you very much. I haven't had time to balance and explore the upgrades' features; I plan to do so slowly in an update.

não tem opção de download pro windows? belo game

Postei uma versão para Win, teste para ver se está funcionando.

Can we get a downloadable Windows version please?

I just posted a Win version, test it to see if it works.

aqui no meu pc nao abre... fica uma janela preta ...

Attacking has WAY too much startup.

(2 edits) (+3)

Absolutely lovely game, especially for a jam! Very impressive, would absolutely be interested in seeing a game like this fleshed out. I am a big fan of Metal Gear, and the inspiration is very apparent so that is a big plus for me, then wrap it in a magical girl bow? Beautiful. Not to mention the pixel art was so on point and it would fit naturally alongside many other Gameboy Color style games. 


Critiques and bugs: 

*The phase button was mapped to my V key instead of C, also I never really found it to be useful as often when there were projectiles or enemies coming towards me it would be better to use my gloves anyways. And while there were certain sections, like the final boss, where it would be useful to avoid getting hit, the fact that it draws from the same energy as your weapon means you are just stuck there waiting and hoping the timing works out that when you unphase you don't get hit.

*After doing a double jump the dodge roll wouldn't work. 

*Because you can't aim up or down with your gloves sometimes you could get hit while in a corner or on a small platform which didn't feel very fair. 

*Logs in the conveyor belt section would follow my movement direction.

*Fire only shot out sideways, even if it as on the ceiling.

*The final boss needs some work. It took a while to figure out due to the fact that we had never needed to destroy the turrets that shot at us when we were spotted, and so it wasn't intuitive to think that was what was needed. Doubly so due to the fact that your eyes are naturally drawn to the gauntlets in the foreground, first thought was that I needed to either hit those or the gears behind them after I baited them to drop down. Either that or hit the eye. Additionally, because of the aforementioned lack of directional attacks, sometimes a bullet would be coming towards you while you were hiding from the eye, and it was JUST barely too high to stop with your glove, but not high enough to end up hitting you and thus knocking you into the sightline of the boss which felt pretty crappy. 


Overall though, the experience was fun, short, sweet, and in a very neat package. With some more love and care this could easily be a big hit. 

(+1)

Ooh, this is exactly my jam - late 8-bit with a 2-bit, subdued palette and super clear layer separation. The vertical sections really shine; the gear biome is gold (love that platforms are solid while the backgrounds are “wiped” - readability is top-notch). Edge/pixel-perfect jumps feel fair, and the jump has that nice, “gravitational” weight.

If I could add two cents
In the gear biome, I’d slightly dim the inactive cogs so they don’t compete with the active platforms.

Maybe i'm just really dumb, but how do i damage the second boss? I can't figure it out.

Never mind i figured it out. I never thought to attack the gears. Fun game overall!

(+1)

Good game! Bug reports:

*Phase just doesn't seem to work at all.

*The conveyor-belt wood moves in response to my arrowkeys, quite quickly.

(+2)

this game is very good, i loved the game 

(+1)

VERY VERY COOL :)!

(+1)

Please bring Android support :(

Upstart 2a.1a.2ioa.ioai0

?

(1 edit) (+1)

Absolute hidden gem, perfect combination of stealth and metroidvania mechanics, artstyle is beautiful 10/10

Thanx a lot! :D

(+7)

I haven’t played the game, but it looks pretty solid, like as solid as a metal gear, hmm…I wonder why it was invisible on my page until now.


(please laugh at the funny metal gear solid reference)

(+5)

hehehehe :p

I'm looking at the screen shots. Those bosses look pretty cool! I think the bottom boss seems pretty big though-

(+2)

I'm glad you liked it. Big boss like in classic platform games. XD

(+2)

xd (it's also a ref to another MGS character)

(+4)

The game is great, but I would add a reset button for when the character gets stuck.

The intention is to prevent the player from getting stuck, heheh. But as a last resort, the button idea could be useful.

(+1)

Just dropping by to tell you, that this game looks really fun =)

(+1)

Thanx a lot! :D

(+1)

Please could you make this game available for download; will really appreciate it.

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