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Hatchling Heroes's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Graphics | #6 | 4.067 | 4.067 |
Originality | #7 | 4.133 | 4.133 |
Audio | #13 | 3.667 | 3.667 |
Overall | #14 | 3.600 | 3.600 |
Fun | #15 | 3.400 | 3.400 |
Theme | #20 | 3.933 | 3.933 |
Controls | #38 | 2.400 | 2.400 |
Ranked from 15 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Godot Version
3.2.3
Wildcards Used
N/A
Game Description
Hatchling Heroes is a roguelike platformer with procedurally generated levels and an a creative egg themed character creation!
Source
N/A
Discord Username
Bronsky#3428 , ross#6969 , Memao#5289, Muppins#7960
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Comments
This was a fun game, and I like the idea of a short roguelike where you create all the buffs for your character randomly on the first go! Good job on the art as well.
I sort of wish I could see what effects the buttons have, but on the other hand, I feel like the mystery is part of what makes it fun. The anticipation in hoping I get a really good character (c'moooooooon flying!), and then even if I don't trying to do the best I can with it is fun!
My only problems are that the hitboxes on the spikes don't make much sense, I shouldn't get hurt by just walking into the side of spike, I always forgot it does that, and I wish I could enter the name *AFTER* I get to the end, or get on the leaderboard, it takes up time to name a character that probably won't be the one.
And just a small anecdote, I had a funny moment where I spammed the egg with love, just to see what I would get, and I got nothing.
Man that was a dying experience :D
Impressive job, guys
I really enjoyed the game and kept on playing - although I died a lot because of the spikes! Absolutely loved the crafting at the beginning! Art and sound were fabulous too. Well done.
As others said the controls could be better, but otherwise very cool mechanics.
Very cool and original concept and definitely a fun game. I do wish it were clearer what the different elements at character creation are actually doing, though it was still pretty fun to see what kind of character I ended up with on each attempt. As others have already mentioned the controls could stand to be tightened up a bit as well. But these are relatively minor issues and overall I really enjoyed the time I spent playing the game. Nice job!
I really enjoyed this game and can see myself playing this game more. I agree that the controls probably needed tuned and I really wish there was a controller option since I can't do platformers on KB very well. I loved the proc gen but I had a tough time figuring out if my actions at the beginning had any impact at all. I would do the same clicks two games in a row and get a completely different kind of character (i.e. I won with using only neglect (I got FULLNEGLECT to 2nd place with 599 points!) but trying it again rolled a completely different character, making me wonder if I had much control.
minor gripe: I can't seem to remember to dodge the spikes. it's almost like they blend in too much.
I really liked this!!! Character gen via ability variation is such a good idea! And then there's a whole platformer level afterwards which is sick.
I managed to get to the end (Donny). Horizontal control in air needs some work, especially when in air and pressing left to correct a jump.
Flying jumps don't feel consistent, the first 2 are good but then I get a normal or small jump afterwards.
Other than that great job! Defo gonna keep an eye on this!
Thanks!! You topped us on the leaderboard! XD
Also to note on the flying, we decided to make flying have diminishing returns and require a reset on the ground so to not make it too OP
Makes sense now! I would market that as gliding tho
Character creation was amazing, and the time I got waterwalking + flying + upwards attack was a very satisfying run indeed.
Again, controls were wonky at best and nearly unplayable if you had a bad gen. But the overall experience was enjoyable, good job!
Edit: about the controls, it felt like my character was always gliding a little, and I felt the aerial control was either limited or much too impactful. The jumps were quick, very high and hard to control. It made me feel like playing the aladdin game, for a lack of a better comparison.
Haha okay yes, the Aladdin game made sense. Thanks for the info!
I absolutely love the game. The character creation mechanic at the beginning is amazing, and allows for a lot of replayability. The only thing I didn't like was the controls, as they felt a bit weird. Other than that, amazing game.
Thank you so much for the nice comment! Glad you enjoyed the game!! I'm taking some notes on the controls for the game, can you explain what felt weird about them?
I'll also chime in and say the controls could be improved. Definitely need some more refined and snappy movement for this kind of game. The level generation could use some work too. I generated a few maps where there was big rat on a platform and no way to get around it.
I do like the concept behind this and it's fun to see what kind of character you'll hatch next. It's a pretty cool idea for a roguelike.
The controls feel kinda sluggish for lack of a better word, although the wall jumping is really cool. So is the character creation. Visuals and audio are great too. There could have been an in-game how-to-play, but it's the usual keys so no big deal.
I was perplex about the controls but I really like this idea of hatching a custom character every time