Re:Tileation by Akusan
Evil corporation has corrupted the lands. It's time to fight back! Get stronger! Defeat the evil army! But beware the corrupted lands that retaliate.

Defeat the boss in this Super Metroid and Mega Man X inspired adventure!

Controls:
Mouse 1 = shoot (use mouse to aim)
E button = interact/use door
space/W/Up arrow = jump
jump in air = double jump (unlockable)
Left Shift/Mouse 2 = Dash (unlockable)

Credits:
Coder: Adi (Berbecarul)
Art: Wellzitu
Design: Akusan
Sound/Music: Sean Garavan
Please leave your feedback, a rating (preferrably a good one), and let me know if you want me to rate your game too. Thanks!
Dev log:
12/5 - added web version, Linux, and OSX build 12/6 - web version has bugs, please use download version for now. Some bug fixes done
| Windows | https://akusan.itch.io/retileation |
| Original URL | https://ldjam.com/events/ludum-dare/40/retileation |
Ratings
| Overall | 235th | 3.779⭐ | 54🧑⚖️ |
| Fun | 221th | 3.692⭐ | 54🧑⚖️ |
| Innovation | 424th | 3.337⭐ | 54🧑⚖️ |
| Theme | 534th | 3.481⭐ | 54🧑⚖️ |
| Graphics | 314th | 3.923⭐ | 54🧑⚖️ |
| Audio | 85th | 3.95⭐ | 52🧑⚖️ |
| Humor | 640th | 2.787⭐ | 49🧑⚖️ |
| Mood | 480th | 3.402⭐ | 53🧑⚖️ |
| Given | 48🗳️ | 60🗨️ |
The mechanic is actually really interesting; the rebounding shots not only make danger for shooting, but also give you a way to damage hard-to-reach enemies. The regenerating health was a little puzzling; it seems like incomplete hearts don't count as hp? I think tying health regen to killing monsters would create more of an incentive to kill them and keep moving, rather than just wait around for regen.
Overall, it's a great entry; good job!
I found myself getting lost a bit though, and some of the doors appear to be leading you around in circles. Would be better if there was some form of anchoring for the player, like some form of minimap.
Platformer controls were good, although slightly slippery and it was a bit strange that you'd lose your double jump when you hit a wall (before getting the wall slide) Mouse sensitivity was a little high for my liking but accurate aiming is not that crucial.
Music was awesome, however was strangely missing in the boss battle. Also after beating the boss, I'm not sure what else I can do? Given the large gameplay space, I'm glad that the game isn't too challenging to beat, but that boss sure gave me a nice challenge. Solid entry!
The theme is well respected, it's kind of the same idea as our game https://ldjam.com/events/ludum-dare/40/gutsbounce, where the bullets bounce on wall and hit the player
I loved the character, and how you re-use a single level design, with the ability you unlock
@lajazuve @hpmnk, thanks for the feedback. We're glad you enjoyed the game!
The gradual unlocking of special abilities, in order to gain access to previous inaccessible areas worked really well, and fit the genre perfectly!
The health regeneration felt like it slowed the flow a bit, especially since there was no checkpoint system - so you faced the choice of standing still, or risking losing all progress. Faster regeneration, checkpoints, or another way to more quickly restore health would therefore have been nice.
The controls felt good, although I would have preferred less "sliding" when stopping running. For the areas with drops, it was sometimes hard to see/guess where to drop down safely. Combat felt satisfying, especially in tandem with the wall retation effect.
The music was excellent, both in-game and on the title screen. The graphic was both clear and nicely detailed - I especially liked the animated cape! I'd liked some distinct features differentiating the different "door pairs", in order to make navigation easier. The power-up chests had a nice eye-catching colors, which immediately made them stand out as goals, which worked great as a motivation!
All in all, it was a enjoyable and solid game!
>Run, gun, jump, explore!
>Beware of the corrupt walls!
>Or you will perish!
Unity has a import option for sprites that lets you use them as cursors and it actually changes the hardware cursor instead of hiding it and drawing a sprite on top so that's a much better choice for static cursors.
Everyone, we are glad you enjoyed the game!
The character felt a little bit too slippery when you stop moving on ground and felt like it had too much friction when landing but other than that it felt pretty good!
Loved the graphics, the bgm, that mechanic is pretty ruthless if you haven't taken damage/got lost exploring.
Also, the shots just didn't feel satisfying. I've no idea what goes into a satisfying shot, so no more I can say about that.
The controls felt decent, but I feel they would be nicer if you didn't keep moving at a constant rate in the x-axis after releasing the horizontal buttons during a jump. Although physically accurate, I feel it made for a slightly less precise feeling. Not a huge deal, since you can turn mid-jump, just feels a tad weird.
The unlock-based exploration system is really well designed, with the eye-catching chests and the instant ability to use your power-ups for something useful, which make the power-ups really satisfying to acquire. Running around the map trying to find where to go next felt mostly very fun and rewarding, spare the parts that just put you in a loop, which really felt like they were just not supposed to be in the game.
The boss looks really cool, but that's really it. It's easy to defeat just by spamming rmb and you get no satisfying feedback when shooting it. A simple healthbar and a more kinematic response to damage would have felt nice here. It also felt like there was supposed to be something on the left side with the spikes (not sure why I felt that way), and I was pretty disappointed to just find a wall.
All in all, you've got a really good foundation for a game. Make the boss more interesting, and give me a reason to fight those enemies and I'm sold.
Overall a great entry! :)
Your momentum gets slowed down when you land, feels weird.
Sometimes they even are unresponsive. The double jump has a very odd window where it works.
Aiming is very hard while moving, the cursor moves too fast.
All walls shoot back at you - another oddball.
It's not even worth using your gun when you get this much punishment from it, enemies aren't really a threat anyways. If i were you, i would rethink why you'd want to implement this mechanic in the first place,
and then think about how the gameplay could be tied to it. Don't add it just because-
Enemies take half a second to die for some reason, it feels odd since there is no death animation during that time.
Level design isn't bad, it's very linear but you get glimpses of unreachable areas from time to time where you need to get an item to progress there, which is a good thing.
Since you are referencing Super Metroid it would have been nice to have some hidden stuff in your game as well,
albeit using the shooting mechanic to discover secrets would be incredibly counter-intuitive.
The art gets the job done, although it gets boring looking at the same textures and tiles all the time. A few background sprites or alternating color pallets etc. would have been nice.
A few more sound effects would have been nice, the ones in the game work fine.
Music is at least no generic chiptune loop, still it doesn't come close to being mindblowing.
However it is very nice to have a bit of variety in tunes. There is the intro, main stage and death music.
@ampers0und thanks for the feedback. We will look into these.
Congrats for the game.
There's a bug where you cant double jump when you're hugging the wall on the side.
also, if you die while you have tapped "e" to join a door, you continue to live weirdly.
Bom jogo, simples mas bem implementado. Acredito que adicionando um pouco mais de feedback daria uma sensação melhor ao jogar. Parabéns. :flag_br:
Soundtrack was also ok and the main character has some personality.
Although I am not a platformer fan, I like what you did here! Congrats!
The mechanism of backfires makes me don't want to fire at the normal enemies because they are less threatening than my own bullets. I think the mechanism can be better :)
The art is very good, the controls feel crisp, and I especially enjoyed the music. It sounds like a proper retro theme, and it's still earworming around my head now that I stopped playing. Kudos!
Very good entry, I'm glad I played it!
The floor sometimes feels like ice and is super easy to slip off of into the spikes.
It took me quite a while before I figured out the shooting mechanics.
The cursor speed is insane, I had to turn my DPI down to practically nothing to play.
Overall, I really enjoyed the gameplay!
Anything other than that the experience is really enjoyable, and I dig the music a lot!
You did a great work on this, keep it up!