Melody : Burden of Sorrow by BumiBomber
After her kingdom got corrupted by a disastrous curse, young princess Valentine Melody must save her kingdom by gaining the six curse stones and blessing them, bringing balance back to those who deserve it.
In this metroidvania, the more you gain, the more powers you lose, as you take on curses until you are able to bless them. A team effort: -Me (BumiBomber) -Matharoo (Level Design) -ClydeFrog (Music) -Rida (High Res Art)
Ratings
| Overall | 237th | 3.775⭐ | 22🧑⚖️ |
| Fun | 206th | 3.714⭐ | 23🧑⚖️ |
| Innovation | 809th | 2.9⭐ | 22🧑⚖️ |
| Theme | 656th | 3.333⭐ | 23🧑⚖️ |
| Graphics | 239th | 4.071⭐ | 23🧑⚖️ |
| Audio | 180th | 3.684⭐ | 21🧑⚖️ |
| Mood | 482th | 3.4⭐ | 22🧑⚖️ |
| Given | 19🗳️ | 21🗨️ |


Neat idea. Good art. Would be much easier to play with a controller. Level designs' dependence on wall jumping may be a bit of a showstopper for most players. Though I did find you could Mega Man X style climb some walls... but only if they're thick enough and you're facing left.
For a group of people this is really super impressive
The game works, it's responding, it has lots of really fine interactions with the level
With the dash and jump and double-jump and wall jump and jump + fall hard to break platforms
etc.
I'd say that I find it a bit convoluted
Too many things to do
It may have worked just as well, better even with less controls
Less possible interactions with the level
It may have come out more focused
Next thing ---> the keys used on the keyboard are god-aweful
Check it out on an AZERTY keyboard
It's a nightmare ^^#
It got my left hand twisted in a weird position - not comfortable at all ^^#
But it's really neat and finished and it workes and it's not broken
For a Jam in a team of only, it's honestly incredible.
Good job y'all :D
And here's some QA for you ---> http://y-roirand.com/host/QAjeu2.png
I got stuck inside a wall ^^#
Take care :D
Relased an update that fixes the multiple clipping issues, as well as made certain wall jump segments much easier! All feedback is appreciated :)
First thing i'd like to say, I'd prefer text font being smaller, a bit hard to read.
The gameplay made me think and reminded me of the Risk of Rain.
Movement was fluid, double jumping and the wall jumping was very nice and polished. Very well done :D I have much to learn yet. My game doesn't even stand close to this.
I think this is a great entry with fun gameplay.
The controls were also quite similar to risk of rain, HOWEVER I'd like to point out the fact that it took me sliding my fingers all across the keyboard trying to figure out how to jump since at the start player can't get over the platform thing there without jump but the tutorial only hints at how to run.
That's my only complaint.
Otherwise great entry and really fun game. Works great and very smooth. Awesome!
I think the biggest problem is that the linear nature of the levels and the progressive accumulation of curses makes the game less interesting over time. "Look at these cool abilities! Look at the cool things you can do! Now they're gone." I think the most interesting way to do this is by having the abilities lost change the way the player looks at existing challenges, which really ties into the metroidvania theme. I think, even in the scope of the jam, you could have probably made a dungeon about the size of two levels that explores backtracking with reduced abilities. Traversal puzzles that get more difficult over time are always really cool (the recent Prey is a good example of a world opening up, yours could be a world that gets smaller), and this is a good setting to do it in. Of course, to really capture all this would take far, far longer than what you have time for in the jam.
Story and theme-wise, you've definitely got some missed opportunities. There could be a little more story than the opening text (my mind immediately jumps to "summoning/freeing some big bad"), and even a few lines of dialogue in-game could set the tone, and you've got the system you used for the tutorial to display it. I mentioned in the discord that hitting the bells should give you the curses, which I think would be a really cool way to tie them into the game.
Anyway, hopefully this rambling mess gives you some ideas. Great job and good luck with the game in the future!
A couple of suggestions, I would make it more obvious you have to turn back once you power up again. I tried to triple jump up the tower, but no dice. As others have said, the collisions could use some fine tuning as well. I'd also suggest allow the player to choose their controls, my hands starting to get cramped towards the end! Lastly, the reverse section was much too easy compared to the first half. Without any extra obstacles, it was much too easy to bypass everything and get to the end. Also, the game seems to crash upon exiting. Which is odd.
I had a lot of fun playing though, Great work!
Now that was a very nice and overall nicely wrapped experience! An overall polished and juiced up platformer with responsive controls is right up my ally. It was also a nicely paced out especially when compared to other games I have played on here during this judging period, taking me some well twenty minutes to finish. The tittle screen and the overall artwork was also pretty great, and the whole overall theming of losing powers as you went certainly spiced things up (as well as having to do the whole game once more in reverse). The music wasn't the most extraordinary thing ever, but since each level had it's own loop, I still applaud all the work that went there.
As I've mentioned previously the controls were really nice and tight, but at certain points after the tutorial phase, I kept forgetting that I had some stuff at my disposal that I didn't remember given how few they were used outside of the levels that required them. For example, only on the third section (right after you lose double jumping) when I found myself stuck in a section was when I remembered I had the fireball ability at my disposal, because previously I had barely used it at that point. The same thing with the dashing. If the levels could have been more designed across all the abilities you had until a certain point, rather than focusing on a single one I think those types of situations wouldn't have been as remember-able as they are with me writing this feedback here.
Another thing that previous commenters on this game have also written is that there's certainly a big focus on wall-jumping that's probably a bit tad overdone. This also connects with what I mentioned previously, and that specific ability could have been spread out more rather than used all over the game. Some sections (like the last phase, for example) also felt alienating with the sudden jump in difficulty, reminding me just a bit of Kazio Mario.
My only complaint on regards to the graphics was the fonts. They felt slightly unreadable in full-screen and the credits screen actually had the text cut off (at least in 16:9). In the other hand, the whole gameplay view and experience was actually much more comfy when playing in full-screen than in windowed, with the sprites and viewports being just the right size (which I can see why it could be a problem for those playing in window mode).
Finally, did the green gems and and the big purple gem serve any purpose? I didn't notice but they didn't seem to recover health and I was expecting some kind of small surprise by collecting the purple gem because I was definitely surprised when I bumped against it on accident. :stuck_out_tongue_winking_eye: If they didn't do anything in this version, I certainly hope to see them doing something in a future version!
Overall, I hope my feedback doesn't sound too negative. This was really a very nice experience and [in behalf of our team](https://twitter.com/WhalesAndGames), I look forward to seeing more from you. Keep up the good work! :whale: