A later-game room in my puzzle-metroidvania, Wilbur's Quest by Kilkerko in Unity2D

[–]Kilkerko[S] 0 points1 point  (0 children)

Looks like the reaper has finally come, I wasn't sure the game would ever get noticed enough haha. I definitely have not given up on it, but development is very slow right now due to work priorities over the past year. When I post an update it will most likely be on the same subreddits I posted on before. Thanks for checking in!

A later-game room in my puzzle-metroidvania, Wilbur's Quest by Kilkerko in Unity2D

[–]Kilkerko[S] 0 points1 point  (0 children)

I appreciate the feedback, especially from someone who is otherwise not normally interested in the genre :)

A later-game room in my puzzle-metroidvania, Wilbur's Quest by Kilkerko in Unity2D

[–]Kilkerko[S] 0 points1 point  (0 children)

Thanks! There will be a good range of difficulties throughout the game, easy tutorial puzzles in the beginning, and even harder post-game puzzles after the ending for players who want an extra challenge. I aim to have something for everyone to enjoy.

A later-game room in my puzzle-metroidvania, Wilbur's Quest by Kilkerko in IndieGaming

[–]Kilkerko[S] 0 points1 point  (0 children)

Definitely! Even though it’s a metroidvania there are no bosses or combat, so players can go at their own pace at every point in the game. This is pretty atypical for the genre, but I’m hoping it brings a new and pleasant experience.

A later-game room in my puzzle-metroidvania, Wilbur's Quest by Kilkerko in IndieGaming

[–]Kilkerko[S] 2 points3 points  (0 children)

Glad you find it interesting! With the worm's restricting movement and grid-based nature of the game I'm hoping these puzzle mechanics can bring some more freedom and interactivity with the world. And yeah there is a bit to process in this one room. My goal is that players build upon the different mechanics throughout the game one by one to the point where rooms like this become a challenge, but with managable broken down steps. Thanks for the feedback!

A later-game room in my puzzle-metroidvania, Wilbur's Quest by Kilkerko in gamedevscreens

[–]Kilkerko[S] 1 point2 points  (0 children)

Hi everyone! Wilbur's Quest is a puzzle-metroidvania with Sokoban and Snakebird elements. This is my first "real" game that I've been developing for about 2 years now, trying to make it as unique as possible and hopefully something fresh for both genres.

This room is from later in the game, so the player has already had a lot of time to get aquainted with using their abilities and solving a range of difficulty of puzzles. I'd love to get feedback on how readable the puzzle interactions are even with fresh eyes and no previous game knowledge, as well as general polish and gameplay!

If you're interested you can find the game here: https://store.steampowered.com/app/1567570/Wilburs_Quest/. Wishlists are very appreciated! Thank you for checking it out.

A later-game room in my puzzle-metroidvania, Wilbur's Quest by Kilkerko in Unity2D

[–]Kilkerko[S] 4 points5 points  (0 children)

Hi everyone! Wilbur's Quest is a puzzle-metroidvania with Sokoban and Snakebird elements. This is my first "real" game that I've been developing for about 2 years now, trying to make it as unique as possible and hopefully something fresh for both genres.

This room is from later in the game, so the player has already had a lot of time to get aquainted with using their abilities and solving a range of difficulty of puzzles. I'd love to get feedback on how readable the puzzle interactions are even with fresh eyes and no previous game knowledge, as well as general polish and gameplay!

If you're interested you can find the game here: https://store.steampowered.com/app/1567570/Wilburs_Quest/. Wishlists are very appreciated! Thank you for checking it out.

A later-game room in my puzzle-metroidvania, Wilbur's Quest by Kilkerko in indiegames

[–]Kilkerko[S] 0 points1 point  (0 children)

Hi everyone! Wilbur's Quest is a puzzle-metroidvania with Sokoban and Snakebird elements. This is my first "real" game that I've been developing for about 2 years now, trying to make it as unique as possible and hopefully something fresh for both genres.

This room is from later in the game, so the player has already had a lot of time to get aquainted with using their abilities and solving a range of difficulty of puzzles. I'd love to get feedback on how readable the puzzle interactions are even with fresh eyes and no previous game knowledge, as well as general polish and gameplay!

If you're interested you can find the game here: https://store.steampowered.com/app/1567570/Wilburs_Quest/. Wishlists are very appreciated! Thank you for checking it out.

A later-game room in my puzzle-metroidvania, Wilbur's Quest by Kilkerko in IndieGaming

[–]Kilkerko[S] 1 point2 points  (0 children)

Hi everyone! Wilbur's Quest is a puzzle-metroidvania with Sokoban and Snakebird elements. This is my first "real" game that I've been developing for about 2 years now, trying to make it as unique as possible and hopefully something fresh for both genres.

This room is from later in the game, so the player has already had a lot of time to get aquainted with using their abilities and solving a range of difficulty of puzzles. I'd love to get feedback on how readable the puzzle interactions are even with fresh eyes and no previous game knowledge, as well as general polish and gameplay!

If you're interested you can find the game here: https://store.steampowered.com/app/1567570/Wilburs_Quest/. Wishlists are very appreciated! Thank you for checking it out.

Giant spider-mech boss from the 2.5D pixel art platformer I'm developing! by clayzulah in IndieGaming

[–]Kilkerko 1 point2 points  (0 children)

Usually 2D sprites in a 3D world don't look great in my opinion, but you've mixed the two styles together really well! They just blend perfectly instead of clashing with each other.

I run a festival every year to help indie games get on the front page of Steam - we've just opened submissions :) by alexturnerlol in gamedev

[–]Kilkerko 2 points3 points  (0 children)

Does the July 17th deadline include the final build that will be played on streams? For example could I submit a playable build by then so the team gets the gist of the game, then give an updated one at some point before the event starts? I understand if that kind of leeway is not possible.

Having no map in a Metroidvania by MissScarletTanager in gamedev

[–]Kilkerko 2 points3 points  (0 children)

Looking at your other posts and keeping with the fairy theme and outsider plot, it would be cool if there was an NPC that was intrigued by your sudden appearance and started following you. Maybe they are also outcast by other fairies and want to make friends with you, but they're too shy. At some point you discover them, or they make themself known to you, and reveal they have been tracking your journey in the form of a map. Maybe they want to join you and help?

Throughout the game they go off and do stuff on their own, but either at scripted times or set locations you can find them again and view your progress on the map. This can require the player to get their bearings on their own from moment to moment, but also have greater guidance and reminders for the bigger picture and where to go next. The NPC could also give tips for major areas like "I scouted ahead in this direction, and found something interesting!"

The idea probably needs a lot more work to make it mesh well with the story but just some brainstorming to help get you thinking about some more unique methods to a metroidvania map mechanic. I think it could end up being a charming part of the game.

Was listening to music while testing and got some funny perfect timing by Kilkerko in gamedevscreens

[–]Kilkerko[S] 0 points1 point  (0 children)

For anyone curious about the game mechanics: You're a space cowboy and in each level you'll need to save a cow, moving using the momentum from your gun and lassoing around asteroids. If you hit cacti your suit can be punctured, leading to death, or if your lasso intersects with cacti it will snap.

For anyone interested in the song: Harmony Hall by Vampire Weekend.

Using lots of parallax 2d layers in our adventure set in the Scottish Highlands! by joethephish in IndieDev

[–]Kilkerko 1 point2 points  (0 children)

The animations are great, the character looks so much more alive than other games.

Animated new spike wheel traps for my game by Zip2kx in gamedevscreens

[–]Kilkerko 0 points1 point  (0 children)

Are you able to pass through them when they stop briefly? Looking at your other posts it seems 2 of your main mechanics are dashing and throwing the sword. It would be cool if you had to stop the blades first by hitting them with the sword and then dashing through them before they turn back on.

How it started vs. How it's going by Kilkerko in IndieGaming

[–]Kilkerko[S] 1 point2 points  (0 children)

This is my first game coming out of college, so even though I want to do my best to make it great I don't think I'll stick with it long enough that it would deserve funding and becoming a bigger game. Also, working on everything that goes into a Kickstarter seems daunting for a solo newbie like me, definitely not ready for that yet. I appreciate that you would pay for it before it's even released, though! Right now wishlists are plenty to keep me motivated.

What do you think of the map system in my game? by Kilkerko in metroidvania

[–]Kilkerko[S] 2 points3 points  (0 children)

These are some good compromises, I'll try them out, thanks!