Energy Swap

  • Adventure
  • singleshot
  • 3 months ago
  • 15th

Description

Description:

I wanted to make a metroidvaina style game.

and I also wanted to make a color swapping shooter, for the theme.

Why not both at the same time?!?!

What could go wrong?

everything. . . .

.

Despite That I'm still happy with how this turned out.

.

I mean I wanted to do a lot more with the game, only got one boss fight made.

I wanted 3 . . . there are 2 empty big rooms where boss fights should be.

oh well.

kinda Wish I could polish the one I do have more, but 48 hours and all that!

.

Also for anyone wondering about the movement.

The last 10 games I've made was all platformers, so its kinda my specialty.

I normal make them with 360 physics, so a simple one like this took me 4 hours tops.

buts its still to glitchly for my tastes. . . D:

.

as for the level only 2 rooms had any revision what so ever, the rest I just toss titles down and hoped it worked.

.

.

Controls:

GAME-PAD FULL SUPPORT !

This is the Fist game I made with a control option. you can switch the shoot and action buttons with it. also pick ether a switch of hold option for the energy swap.

default controls:

Arrow-keys / D-pad : Movment

A-key / A button : Jump

D-key/ B button : Shoot

S-key/ X button : action(slide on the ground, or alt for wall jump)

Space/ right-trigger : 45 degree aiming

shift / left-trigger : color swap.

enter/ start button : room restart

.

. Known Bugs:

  • stuck on options menu

(if this happened just press D-on keyboard or B on the Game pad. to back out.)

Credits:

still don't have a cent of musical talent, but this time I had a friend help. . . . and they only made a small fan-fare the we where both happy with.

thanks Sanic el mierdas for the song.

other wise thanks game maker marketplace again the time!

.

song used:

Grumble Labs - plankton2

DefGames music - BattleTheme1p0

Feedback
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  • Jupiter Hadley
    Jupiter Hadley Jupiter Hadley 9
    2 months ago

    Lovely platformer! I included it in my GM48: Colors are Important compilation video series, if you’d like to take a look. :) https://youtu.be/VmlMQ0caULs

  • bombadang
    bombadang bombadang 2
    2 months ago

    This was really impressive for being done in a weekend. Did you even sleep!?

    Nice menu system. Music does a good job of setting the mood.

    Good level design generally, though I did get stuck trying to sequence-break using a wall jump in an area that I think was made for double jumping :) Also, I think I remember a few of these rooms from super metroid ;)

    • singleshot singleshot
      singleshot 7 Coder

      Thank you for the feed back!

      yeah I slept like 10 hours over all I think, may have been less.

      thanks though I should have spent a bit more time on the menu to fix it's bugs.

      Yeah I think I the music was a nice fit too.

      honestly I didn't put as much time as I should have in the lever design. I just kinda place things down where I though they would work. just glad it did.

      didn't really try to recreate any levels from super metroid, but if I did I'm gonna just call it a happy little accident : )

      Thanks again for the feed back!

  • Kwisarts
    Kwisarts Kwisarts 40
    2 months ago

    "thanks Sanic el mierdas for the song." lol (using a controller)

    • Options, gotta press A then left and right to change an option, then press A again. Feels a bit strange. I'd rather either be able to directly do left and right (but then showing left and right arrows to indicate it's the correct control) or directly A to switch modes
    • you can go below back? xD
    • start to restart the room? Feels odd :c Especially since it heals you. Makes you press start at the beginning of a room to full heal freely.
    • The background has too much contrast, it gets distracting and a bit nauseating. It's not 1 bit, so you could have used grey for the starts
    • I wished the camera was smoother, with lerping, as it felt a bit too snapped onto you.
    • Speaking of which, the camera jitters when changing rooms (been there, I know it's hard to set)
    • Also when moving up, it doesn't catch up above you, so you can't see spikes coming from above
    • The sound when getting an item is... not on par with the background music. It felt.. mediocre in comparison :/
    • I wished for longer invincibility frames
    • The map is a super nice touch, but I wish it could show you rooms you didn't visit, or only show the rooms you visited
    • The boss attack patterns are weird, as he teleports while doing that up and down pound, it's kinda unpredictable. It's as if it punished you from attacking him from below, but it feels a bit extreme

    That said, the game is a rather good metroidvania. This is a hard kind of game to do and you follow the right principles. The level design for instance was perfectly adapted, with places you recognize and remember to go back to with the appropriate upgrade. The boss was well balanced and felt like a boss, that was perfect. My gripe, design was, it felt a bit too close from a metroivania (aside the color mechanic, that was a nice twist, but not that innovative) and is a bit too expected, as a space metroidvania (enemies/players are generic in that kind of premise)

    • singleshot singleshot
      singleshot 7 Coder

      Thanks for the feed back!

      • Yeah, I see what you mean. I guess I didn't want it to break so I tried to make sure you can't do more then one thing at a time. didn't really work tough!

      • Wait you can! . . . something to fix in the post-jam version then lol

      • it's a testing tool. didn't really think about taking it out. though the heal cheese not to bad. the hard areas are still as hard as I want them. but I'll keep in mind!

      • arts not really my specialty, I'm a programmer though and though. also I think you told me this before so, I'll try to remember it this time . . . no promises though,

      • really? I Look in to it. but it may just be a preference thing because I kinda like it. but its something I'll think about.

      • yeah, I kinda just moved it by force, and then it snaps back to the player.

      • yeah, I gave it to big of a dead zone. I fixed it in the post-jam version at lest.

      • that's what you get for telling me I should try to make my own music the last few jams lol! yeah, I think I'll stick with marketplace music. I have zero musical talent.

      • I'll look in to tweaking it, but I think its just enough to get out of the thing that hit you, but not run past it. that could just be me though.

      • I also wish that, but I'm happy I got the map in. I started the project the moment the jam started, but I finished with only a half hour left. and I barley slept as it was. but I know what you mean, a map is really important for a game like this. so I made sure I at lest had one.

      • the boss was programed in the last 2 hours of the jam. I wanted at lest one when I started the project. and while I'm unhappy with how the boss turned out. at lest it in the game? its also the most fitting enemy for the theme so I hoped it helped in that category at lest.

      Thank you for the kind words! to be honest this kind of level design is something I'm always doing. I wasn't think of the principles of metroidvania I was just placing tiles around. glad it worked out!

  • trolog
    trolog trolog 4
    2 months ago

    Likes: The general feel of the character going up and down slopes feels just perfect.

    Having a menu system! Fantastic and the biggest one having a control pad support, I don't see why every game doesn't support, it's quite quick and easy to put into a game. But platformers need control pads to really enjoy for me.

    Start like field makes the game feel more mysterious and suites the music, without it, it'd be abit flat and static.

    I like that the enmies have health bars that go up and down, it's well placed and executed well.

    Shooting up down left and right feels great too.

    Things I either didn't like or would change The biggest thing I found frustrating and which made it so I didn't want to complete the game was the camera, it hid too many enemies, like if I see a ledge to jump up to , I'd press jump then the camera would follow me up and I'd go flying into an enemy I didn't see, or the ones that fall down, I'd go up a slope and the camera conceals them til it's too late, a few deaths were not my fault but rather the camera.

    There was a strange bug where if you jump under a platform you kinda float and come back down, it's because the jump isn't being cancelled when the player touches a platform while going upwards, it's only a small issue though!

    I pressed start to change my control pad B to X and it restarted the section, I figured coz you had a start menu I'd be able to either go there or change it from where I was.

    I hope this feedback helps! Overall I really liked this submission I was more impressed with the sheer amount of content, it's crazy this was done in just 48 hours! Well done!

    • singleshot singleshot
      singleshot 7 Coder

      Thank you for the kind words.

      • platforms are my specialty, so I'm happy with how the movement turned out.

      • the menu system is something I wanted to try adding because I know my preferred buttons were not for everyone. I went a little over broad with the audio and graphics, but I thought if I'm making one anyways may have the full selection. that being said its a bit broken . . . . whoops!

      • I agree, the music make my bland art almost look good lol

      • I added the health-bar, because I thought the enemy healing mechanic would be to hard to understand with out some form of feedback to the player.

      • I happy it turned out so well.

      • Yeah . . . that was completely my bad, for some reason I thought it was fine, not sure why but I've fixed in the post jam version I'm making so yeah!

      • the float under platforms I left in, because it make jumping over gaps with a low ceiling easier. I know it feels a little strange at first but for a game like this I kinda liked it.

      • yeah, I kinda pushed myself. I didn't finish this game till a half hour before the jam was over, and I started as soon as the theme was announced. so I really didn't have time to add the pause menu. if I did i would have toss the whole map on it and add the options from the menu.

      Thank you for your time, you sure wrote a lot. I almost didn't finish this game, I barley even sleept to. I'm gonna try to take everything I learned from this and use it to improve my future projects thank you again!

  • Lyra
    Lyra Lyra 2
    3 months ago

    Your game is a decent Metroidvania, with snappy controls (weird choices on the keyboard bindings though, using space to aim) and a small progression system... but nothing with colors in my opinion, which is a bummer.

    The energy swap, apart from the final boss, quickly feels tedious as it is just switching before shooting an enemy most time, and doesn't use colors (you could replace it with elements and the gameplay wouldn't really be affected). Also, there are enemies that drop on you, yet the camera barely shows what happens above most of the time, which makes these encounters frustrating.

    The level design was fine, which is important in these types of games, apart from a little bit too much of backtracking in my opinion.

    • singleshot singleshot
      singleshot 7 Coder

      Thank you for your feed back!

      The Control layout is just something I've been using myself for years now. so I can see why you find it strange.

      Honestly I wanted to do more with the color swapping. but making the map took up most of the time. by the time I got to the enemies I couldn't really think of a good way to use it other than how it turned out.

      the boss was the only one I had a good idea with. but I honestly don't think I did it as well as I could have.

      sorry about the camera thing. I already knew where they where during testing so I guess I just didn't think about it.

      the back tracking was due to me just making the map layout as I went along. by the time I though to add a power up area in, I was already to far along to undo it for a better feel . . .

      any ways thank you for the feed back. I'll try to do better next time. I really wanted to take a shot at this type of game, and honestly I'm surprised I finished it at all.

      if it wasn't for all experiences Iv'e had making platformers I don't think I wound have gotten pasted the third power up

  • Joe Wetmore
    Joe Wetmore Joe Wetmore 2
    3 months ago

    Definitely brings me back to Super Metroid with a lil color twist ;) The only trouble I had was sometimes dropping or jumping into enemies off screen.

    • singleshot singleshot
      singleshot 7 Coder

      Thank you, that was what I was trying to do.

      and sorry about the enemies cheep shooting you. I honestly don't know why I thought it was okay!

  • FrogWax
    FrogWax FrogWax 5
    3 months ago

    I enjoyed playing this until the end. Easy to learn the mechanics, but mastering them and flying through the levels was a lot of fun. The final boss took me by surprise and the skills I'd learned during the game synergised nicely for a satisfying ending. Very well designed levels and immersive.

    • singleshot singleshot
      singleshot 7 Coder

      Thank you for all the kind words,

      I'm glad the platforming mechanics worked out so well.

      while I'm not sure about the satisfying ending part, I am mostly happy with how it turned out.

  • Zachary
    Zachary Zachary 3
    3 months ago

    This is incredibly impressive in both scale and quality. There is so much content and it really does feel like a solid Metroidvania. The healing mechanic makes finding an energy field feel really rewarding. My only gripe was with certain falling mobs being completely out of sight before you trigger them. I think this would be fine if they weren't homing. I would also like to mention that this really get's how to make a Metroidvania level, as I found several times that I couldn't go somewhere, then found an unlock somewhere else and immediately knew that this would let me get to the place I'd seen before. Well done.

    • singleshot singleshot
      singleshot 7 Coder

      Thank you, I really pushed myself. I think there where only about 10 hours or so where I wasn't working on the game.

      so having it turn out this well is really rewarding.

      and sorry about the falling mobs, I only had time for two enemy types and even then I should have polished the second one a bit more.

      anyways thanks again for the feed back, I'll try to surpass myself again next time!

      who need sleep anyways.

  • Panda-K
    Panda-K Panda-K 9
    3 months ago

    This is amazingly complete feeling for a jam game! I really enjoyed playing it all the way through.

    It would have been cool to put an (optional) secret close to the start, since you can make it most of the way back there, but overall it felt like a good balance of backtracking and exploring new areas.

    • singleshot singleshot
      singleshot 7 Coder

      thanks for the feed back!

      and I agree it would have been cool. . . if I had more time ^-^'

      honestly the charge shot was as close as I got to a secret, i wasn't gona add it at first.

      but then I made it broken, doing 15 damage vs the 1 the peashooter does.

      if you don't miss or heal the boss by mistake it only takes 7 charge shots to kill it!

Post-mortem

Oh Boy where to start.

Man this game jam was fun. its my third one and it went well all considered.

I got 15th over all but 3rd in game-play so I'm happy.

But I don't see myself doing a game of scale again.

metroidvania is not a genre that should be attempted in 48 hours!

still I'm ready and willing for the next Gm48!

Result 15th
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