Disclaimer

The WebGL version doesn't have bloom, and will affect your experience.
Please, play the windows version!

This is a metroidvania, but you can consider it as a "speedrun game" ; the focus is not on the fight (except for bosses), so don't be surprised if you can't find back the fun you had on some other metroidvanias by attacking random enemies

Feel free to rate the game on the acerola submission page!
https://itch.io/jam/acerola-jam-0/rate/2570027

Playtime

A speedrun is about ~20 minutes
In average, a first run in normal mode is ~50 minutes, so plan some time!

Content

The game is a metroidvania containing :
- 5 zones
- 24 Rooms
- 2 unique abilities
- 3 Bosses

If you can't beat the first boss you meet, feel free to explore and fight the other one!

Also, checkout the gameplay video if you can't go forward!

https://youtu.be/WeBJKgWCFiI

Controls


Attack/Dash = left/right click
Space = jump/talk
Moving = wasd / arrows

Esc / P = Pause the game and open the ingame menu

1 = Ability 1
2 = Ability 2 

The Gamepad is supported, even if it is not recommended.

What next?

I made this game as a first try to a metroidvania game.
If it wins, I might improve it and make a whole new one thanks to the experience I've earned, with real art this time.
Also planning on Steam Release.

StatusReleased
PlatformsHTML5, Windows, Linux
Rating
Rated 5.0 out of 5 stars
(1 total ratings)
AuthorProgz
GenreAction, Platformer
Made withGodot
Tags2D, Metroidvania, Souls-like

Download

Download NowName your own price

Click download now to get access to the following files:

ShapeJourney-Windows-1.2.11.exe 176 MB
ShapeJourney-Linux-1.2.11.x86_64 169 MB

Comments

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I posted some bug reports or gripes in the MVM Discord, but here's a more detailed review:

Got to the end on Hard mode in about 40 minutes. At that point my fingers hurt from spamming the mouse buttons so much, really not a fan of the control scheme or the overall spamminess of the dash, but aside from that and some other gripes, I had a good time.

The skillset is very novel, I particularly liked the combination of the dash and the grappling hook, you can really launch yourself through some of those grappling gauntlets, they were my favourite part of the game. Also thought the Sky Lord boss was pretty good.

I didn't really like the roll ability, it feels like it was only useful in the designated areas, and didn't feel that satisfying. I went to the red village first, but it didn't help me at all to get to green village, would be cool if there were some shortcuts you can only use if you went to red village first, so it feels more rewarding.

Aside from my previous nitpicks and gripes with the controls, I found most of the enemies way too tanky. Since there's no reward for beating them, I found myself just avoiding them. The chasey circle enemies feel especially annoying, since they're relentless, but also really tanky. They're easy to kill if you get them alone, but it's just a chore, which isn't my favourite style of enemy design. Not sure if this has to do with the difficulty select, I have no idea what the difficulty level actually affects, but definitely wouldn't recommend scaling regular enemy HP with difficulty level. 

Final boss being primarily a platformer gauntlet was cool, since that was the more interesting part of the game. Didn't enjoy the final phase though (the escape sequence), sometimes enemies would just fall on you, and I died a few times. I would recommend making that part way easier, at that point you've basically already beaten the boss so it should feel more tense than it really is, imo risk of death should be minimal at that point. In the end I beat him by kiting him all the way to the end before bringing his HP to 0 which doesn't feel intended

Overall, nice job creating this, and good luck in the jams!

(+1)

Thanks a lot for playing and for all of that feedback!!

Congrats for finishing in hard mode! In normal mode, you respawn at the start of each room instead of the last village (on top of other settings changing), so that could have prevented you the hard time with the enemies / flying enemies 

The high amount of hp in some enemies is to deter the player from fighting them, since it is indeed more oriented towards speedrunning, since there are also no rewards, so avoiding them is the right thing to do ; guess you didn't find that really appealing tho, so I probably have to change a few things 

I love the grappling hook too, and glad you enjoyed it just as much! 

I understand your feelings about the roll ability, and think you're right 

I sadly got the ideas for my abilities too late, after finishing the green and red zone 

Planned on doing a bit more too, but no time haha

And noted for the final boss! You're right! 

Once again, thanks a lot! Definitely useful feedback

(1 edit)

Hey! Just FYI, the web version isn't working with this error:

Error
The following features required to run Godot projects on the Web are missing:
Cross Origin Isolation - Check web server configuration (send correct headers)
SharedArrayBuffer - Check web server configuration (send correct headers)

You likely need to enable "Embed Options > Frame Options > SharedArrayBuffer support" in the itch.io settings.

(1 edit)

Hey!
1 hour before the deadline, I was able to play the full game in the browser
I can still play it right now, whether on Chrome, Edge, Firefox, and also incognito mode

I already enabled SharedArrayBuffer a while ago

It seems like the problem is on your side sadly

Thanks for telling me tho!

I just talked to some other people, and it seems like it's due to browser instability

I actually think it was because I was loading the game through https://itch.io/randomizer?jam_id=385666, which probably doesn't set the right COOP and COEP headers. The game works when visiting the page normally, sorry for the false alarm!

As for my review for the game, I played around 15 min on normal (got to a little bit after the roll ability). The scale is definitely quite huge! I found it a bit difficult trying to position myself in a way to hit the enemies, especially since some took so many hits to kill. The dialog hinted that I should be killing all of the enemies, but maybe I wrongly assumed that haha. The actual movement with it was pretty fun though!

Good luck with all 5 jams!