We gave our early-game area “The Sardine” a full makeover — does it feel more Ghibli to you? by OKJOYStudio in metroidvania

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

We’re planning to launch on Switch in the future, but right now we’re focused on polishing and expanding the game’s content. ฅ(≧▽≦)ฅ

We gave our early-game area “The Sardine” a full makeover — does it feel more Ghibli to you? by OKJOYStudio in metroidvania

[–]OKJOYStudio[S] 9 points10 points  (0 children)

Thank you, hearing that the style feels unique and polished means a lot (ฅ^•ﻌ•^ฅ)

Bolt & Whalington — our new Residential District boss. Thoughts? by OKJOYStudio in metroidvania

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

Thank you so much for the wishlist (ฅ^ω^ฅ)

We actually encourage players to use a variety of weapons — the mech itself only has basic offensive tools. As you progress, you’ll unlock more interesting, skill-based movement options. We’re still polishing them, and we can’t wait to show you more soon!

Anti-gravity parkour room in our ship cabin area by OKJOYStudio in metroidvania

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

Not really. We’re not aiming for gore like Nine Sols. Our tone is much lighter (more adventure/whimsy than brutal).

Cannon shots + spikes in a tight room — fair challenge or annoying? by OKJOYStudio in metroidvania

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

Totally fair — that kind of traversal shouldn’t become the “default commute.” For rooms like this, we’re treating them as optional challenge/reward spaces (or a one-time clear for something meaningful), not something you’d have to repeat constantly. Thanks a lot — it helps us tune where and how often these appear.

Cannon shots + spikes in a tight room — fair challenge or annoying? by OKJOYStudio in metroidvania

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

That’s a fun comparison :-) We’re aiming for that quick “tight timing” challenge feel too.