A submission to MVM 22! This game is not quite done, but it can be fully played through (barring any game breaking bugs). If you get softlocked, just refresh and you can resume playing from your last save point.

Please read the description for controls and developer notes!

WARNING: You probably need to turn your volume down or do it in the game settings.

Update 1.2: If the game refuses to boot past the intro cinematic, reload it in Incognito mode. For PC players, delete the *.save data located in %APPDATA% under the Godot folder. Also, the lava area is the last intended region for exploration, despite there not being real barriers to it. This is unintentional, so to see all content, try to save this area for last. This sequence break is fixed in a newer version!

Explanation: 

You are stranded at an underwater facility, sundered for reasons unknown. You must traverse a combination of buildings and caverns, both flooded and not to find an escape pod to leave. Before the worst of the flooding, you donned an experimental Depthstrider suit, but it is missing crucial upgrades that were being researched elsewhere in the facility. 

The mobility enhancement tool (affectionately called "the hook" by staff) was rumored to allow a user to launch a grappling hook and pull themselves towards metallic objects. However, it requires the user's feet to be firmly planted on the ground. However, once fired, the user can move until it latches onto something.

The buoyancy regulator was rumored to allow a user to move as if water wasn't there, as well as resist the effects of geyser columns that would launch an ordinary diver into the air.

The temperature regulator insulates the Strider from extreme temperatures, preventing boiling water or frozen environments from harming them. (Currently, the icy environments do not exist and only the superheated areas harm the player. The frosty metal is cold but not freezing, the actual map included frozen parts in addition to superheated ones).

Controls:

WASD : Move

F: Interact, used for those weird pillar things sitting by themselves. (They're actually fully functional save stations)

LMB: Fire

E (hold): Grapple (once you have it) Note that not every surface is grapple-able

The advertised featureset:

  • Metroidvania style exploration and combat
  • Fully functional save system
  • Entirely from-scratch metroidvania engine
  • Home-made sprite work and sounds
  • 5 hidden (optional) oxygen tanks

Errata:

  • The grappling hook may stop working after several uses or saving the game (not game breaking depending on when it happens, but required for some of the collectible oxygen tanks)
  • There are some draw order issues when underwater
  • There was mistakenly a debug hook upgrade left where it shouldn't be. This does not break the game but does accidentally sequence break it. (fixed in 1.1)
  • Saves can currently only be loaded by reloading the page. There is a bug with the button for restarting, however saves are fully functional. (fixed in 1.1)
  • Permanent pickups will not fully despawn if the player continues to run through them repeatedly while their cue is playing (fixed in 1.1)
  • The game can be fully sequence broken if the player proceeds directly to the exit due to a combination of missing lava triggers and misplaced platforms (fixed in 1.2)
  • Water may not slow the player appropriately (fixed in 1.2)

Notes:

We have granted the player unlimited Coyote Time to make the platforming easier for the sake of playtesting. 

We'd love your feedback!

GitHub repo for the game: https://github.com/maximusalexander/metroidvania-gamejam

StatusIn development
PlatformsHTML5
AuthorsDozambique, max
GenreAdventure
Made withGodot
Average sessionAbout a half-hour
LanguagesEnglish
InputsKeyboard, Mouse

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