Diortem by Ilseroth
A Metroidvania with a twist--you start with all the upgrades. Now put them back!
The space station has been taken over by a rogue AI hivemind. You must find and override the four terminals that have been taken over to escape the station alive. However, claiming each terminal will cost you one of your abilities that you use to fight and explore. Will you give up double jump, your grapple line, a charge attack, or your beloved shotgun?
Paths may become closed to you as you progress. Diortem is a Metroidvania in reverse!

Note: Won't let me add them as extra links, but on itch has Linux version <3, though not tested so it might not work.
| Windows | https://ilseroth.itch.io/diortem |
| Linux | https://ilseroth.itch.io/diortem |
| Original URL | https://ldjam.com/events/ludum-dare/43/diortem-1 |
Ratings
| Overall | 138th | 3.913⭐ | 42🧑⚖️ |
| Fun | 149th | 3.763⭐ | 42🧑⚖️ |
| Innovation | 281th | 3.474⭐ | 41🧑⚖️ |
| Theme | 254th | 3.859⭐ | 41🧑⚖️ |
| Graphics | 265th | 3.988⭐ | 43🧑⚖️ |
| Audio | 376th | 3.288⭐ | 42🧑⚖️ |
| Mood | 367th | 3.514⭐ | 38🧑⚖️ |
| Given | 32🗳️ | 64🗨️ |
This game was so cool I showed my friends lol. I cant believe you both did this this in only a weekend. This is better than a lot of early access games I've seen lol. If you decide to keep working on it, please make a post about it. I'll follow you. I beat the whole thing through and It was really rewarding. I got the hang of the controls and that puzzle with the ascending platforms was sick. I'm really impressed with this one
Going to play this when i get home
Without a minimap it's a bit confusing, but that's part of it, I guess XD
Sadly the game does not give any "epilogue" and goes to Main menu upon escaping, and right out crashes when choosing to merge D:
As for the lack of BGM, I couldn't find a fitting one on any of the creative commons sites, and I'd rather have no music then something that isn't right. I don't know anything about DAWs, so my music usually is just me playing guitar, but my cord I use to capture guitar on PC broke apparently sometime between this and last Ludum... so no music. Thanks for playing!
Unfortunately I couldn't remember all my abilities from the title screen, so when I was prompted to give up an ability there were a few of them I didn't realise I had. This made the decision easy and meant I didn't have to change my play style.
As some of the abilities are OP (i.e. grappling vs very tricky jumping) I can't really take ownership of what abilities I retain either. This could be fixed by creating rooms with a number of different paths through, all of which are valid. It'd be a real time sink though so you'd lose the impressive sprawling map you've managed to create, but I think this might be a case where less is more.
Super impressive for a weekend's work!
I liked your game a lot! So while the following might sound negative, it's actually more constructive.
(At least I'm trying to be)
*Here are some things I liked*
- Graphics were nice, maybe could have benefited from a shader for shadows.
- The ambition, the large levels.
- Shooting felt good, charge shots were fun.
- Grapple beam was ambitious, and felt good when it was used.
*Things I didn't like*
- People who havent played Metroid Prime aren't going to know you have to use Charge Shots to open the Purple Doors.
- The jumping felt terrible, didn't feel like gravity. When you reached the peak of your jump, you sank instantly. *i feel like the glide was to make jumping bearable*
- The enemies were just really dumb, and never posed a threat. They have such a small radius of engagement.
- No landmarks, you could get lost in the levels really easily. Lighting + some distinguishable rooms would have helped. different colors for the walls would have worked.
- Bombs felt like the easiest thing to sacrifice, because of how terrible they were.
- Grapple beam also felt easy to sacrifice, because there so few places you could use it.
***Summary***
I felt like you might have tried to invoke Metroid Prime a bit too much here, the ambition of the game is so high, because of that you had to sacrifice (no pun intended) some features that make the games fun.
The lack of map awareness makes navigation difficult, and after you kill the enemies, remembering which room lead to where was near impossible.
All of that being said, I enjoyed it, and the idea of sacrificing powerups and navigating without them is a good idea. Although the sacrifice was never felt too much because each room could be navigated with double jump alone.
The Jump I'll agree was a bit too binary, it does slow down near the top of the jump, but not nearly enough, I probably should have spent some time really iterating on it, but I didn't get much time on the actual level to test it, and I was in charge of coding and art, so I had... a lot to do.
But yeah you called it, the project was ambitious, which means that people tend to compare it more with actual games as opposed to Ludum Projects. But I wasn't really going for a good score this time, it was more for fun and to do a team project; thanks for the in depth review :heart:
I was so excited to play the other game called "Diortem".