Metamorphosis by silkworm_sweatshop
Metamorphosis is a game about pretty butterflies and moths and blood sacrifice. Take damage to save time or to make any progression at all in this puzzle platformer.
Controls Keyboard
Left: A or L.Arrow
Right: D or R.Arrow
Jump: Space

Tools used:
Gamemaker Studio
Graphics: Photoshop, After Effects
Sound: BFXR, Cubase
| Windows | https://silkworm-sweatshop.itch.io/metamorphosis |
| Source code | https://silkworm-sweatshop.itch.io/metamorphosis |
| Other (document) | https://www.youtube.com/watch?v=c7DBgAgXtU8&feature=youtu.be |
| Other (document) | https://twitter.com/Silkworm_SwShop |
| Original URL | https://ldjam.com/events/ludum-dare/43/metamorphosis |
Ratings
| Overall | 87th | 4.01⭐ | 54🧑⚖️ |
| Fun | 53th | 4.01⭐ | 54🧑⚖️ |
| Innovation | 212th | 3.588⭐ | 53🧑⚖️ |
| Theme | 183th | 3.98⭐ | 53🧑⚖️ |
| Graphics | 241th | 4.029⭐ | 54🧑⚖️ |
| Audio | 74th | 3.96⭐ | 52🧑⚖️ |
| Humor | 541th | 2.779⭐ | 45🧑⚖️ |
| Mood | 287th | 3.61⭐ | 52🧑⚖️ |
| Given | 50🗳️ | 49🗨️ |
The art style is charming, the level design is interesting and smart, the controls are tight, the effects are snappy.
I have no idea how you managed such polish in 3 days, I wish I could do stuff at this level in ludum dare. you sir, get all my points XD
Th starting cutscene is really nice too it does look like you put effort to make it look the best.
For presentation this was a little inconsistent. The sounds and music were a good choice--reminded me of some Super Nintendo games. The visuals on the creatures and backgrounds were good. The levels not so much but they were functional the blocks feel like they belong in a different game.
Gameplay was fun! I like the central system of gaining life to take a hit and using that as a way to open paths. It makes me wonder what else could be done with it: balancing resources in a room to drop blood in the same place multiple times to fill a gap or a bowl to proceed. I also liked the potential of the push switches staying up when you're small and aren't heavy enough. This could be used to allow you to make a jump as the small version that you can't make as the large version. There's quite a bit of potential here and I enjoyed that the game felt like a full level rather than just a tease.
So about the spoiler: the ending went on for too long with the last 10 metamorphosis points but damn what a surprise of a payoff! The intro suggested one thing and expertly misdirected that the moth attacking was the bad guy, you even sympathize with the butterfly and think "yeah!" when they get an attack off while dying. And then the end... seriously well done. I'm impressed that was pulled off in a game jam game like this.
I would be interested in playing a full game that comes from this foundation.
@cyberstarlight
>I have no idea how you managed such polish in 3 days
You have to make sacrifices... to your sleep and personal hygiene :P
@daltonleavey
> My only issue is with the background tiles blending too easily with the foreground
Noted!
@thisismyjam
>So about the spoiler
Yes everything is definitely not how it might seem at first. My original plan was to have a final section in the end that answered some more of the mystery but because of both time and because I'm tempted to make a full game out of this at some point I decided to end it where I did and save the rest of the story for later.
> -the build up to 100 at the end was perfect.
> -the ending went on for too long
> -My only complaint is how long the metamorphosis took. I know it takes long in real life, but that could’ve been only ten seconds long and have the same impact.
The slow build up at the end was intentional but I might've made it just a tad too long. I did feel it was important to really build that tension for the final reveal.
@gwinnell
> Any chance of web build?
I did try exporting one originally but sadly it ran terribly. I'll try some optimization and see if I can get something working.
All in all, great job!
I liked the idea too.
My only complaint is about keys mapping : Why put jump on space, and not simply on S or Z ?
Related to that, the dificulty was quite high at some point, but maybe it was on purpose (it's a plateformer after all).
But beside those two points, that was really a great entry !
I can give one piece of constructive criticism. The hit box on the player when in the larger state was difficult to determine, especially when jumping or falling (there was a point I needed to jump up through a narrow gap, and hit the blocks to the side a few times until I got through) a solution would be to have the body trail above or below the character when moving vertically so that it's clear that the head is the bounding box (if you changed it to that) and what will fit through the gap.
I could easily buy the long version if it existed :)
At first i thought it would be like the old "Snake: Rattle and Roll" for the NES, so it took me a bit to realize i would only grow in a super mario fashion - i tried to eat a lot of greens first. The twist is fantastic, really rounds it well. Great job, as usual ;)
Short but sweet
Got a bit stuck at the beginning because I didn't realise mid-air jumps were possible or that the rooms were connected rather than separate puzzles, but once I figured that out it was smooth sailing. c:
The graphics are really nice. I like the way the caterpillar wriggles in the air. Goes really well with those super smooth controls (seriously, props, the air control is amazing) and makes everything feel very fluid. The tiles that looked like those you could jump on, only darker, did confuse me a bit as to where it was possible to move at the beginning tho. :p Lots of neat particles and other visual queues to really clue me into what's going on at all times. The blinking when large was a little hard on my eyes, tho. Great stuff!
Music and audio great too! Reminded me of something, but I'm not quite sure. Felt mysterious and complemented the puzzle theme really well.
And speaking of theme, of course you got that as well. I've seen a couple of variations on this interpretation of the theme now and it's a good one! You definitely ended up using it differently from the others with the flower mechanic. Haven't seen anything quite like that so far. c:
Top notch! \o/