this is looking soooo goood!!! i can't wait to find out more about the world and the story! The world is beautifull, I love the scrapyard, but Junktown takes the cake for me, the lighting coming out of the buildings and all the cat people...and the SOUNDTRACK IS 👌🤌👌🤌congrats to the whole team!¡
here are my thoughts. The game’s mechanics feel nice, I have felt an improvement since the first time that I tried it.
You could try to add voice to the characters. For example, maybe it would be great if the main character say something about his past once in a while, maybe some random phrases but it could give more context about game history.
I find very useful if I could open the menu pressing escape key.
Every time that I die and I start again I keep accumulating the blue coins. Is that the way is supposed to be? Because if I keep dying I could accumulate those things forever.
but the game it is really good so far, it made me want to keep playing.
Hi Santi! Thanks for the ideas! We really like the thought of Kenzu having little internal comments from time to time. We’ll chat about it with our narrative team.
About the Escape key, we changed a few keybindings right before releasing the demo, so this helps a lot. We’ll take another look at it.
For the blue coins, it really depends on how the currency will be used. In the next hour of content you’ll actually be able to spend them, and once that’s in we’ll rebalance how many coins each enemy drops.
Thanks again for playing and for taking the time to leave feedback!
No worries. It's a fun game anyway. I have kept playing and I have noticed two possible bugs.
When the character is slashing on the air and hits something, it stops falling, it is like the character stays on the air for a bit, maybe that's on purpose. It is very useful to kill the flying monsters, I just thought it is a little bit weird.
When I am hit by the sorcerer, but one second before that another monster hits me, I have the feeling that the sorcerer's attack does not have any effect on me.
Both are not "bugs", but we definitely need to improve the player feedback:
• In the first case, you get a brief moment to react and attack again, but we need to adjust the player animation because he snaps into an idle pose, which feels off.
• In the second case, it’s intended: after taking a hit you’re invulnerable for a short time. In our latest update we added some visual feedback so it’s easier to notice
Thank you so much for playing the game and trying out different weapons! We really appreciate the kind words about the music, art, and combat feel. It’s great to hear that the progression felt smooth.
And congrats on beating the first boss with the katana ;)
Thanks as well for the additional feedback you shared, it really helps us keep improving. We’re very glad you enjoyed the experience.
Amazing game! Congratulations to the team for everything you’ve accomplished.
Gameplay feels great with a controller, movement has all the precision you need in a game like this. The artwork is absolutely beautiful, every character, scenario, and animation looks amazing. Difficulty feels right on point, challenging but not unfair or frustrating.
Full version is going to be insane. Cannot wait to play it!
Wow thank you so much, this really makes us proud, the wonderful Octa created all of the music. We're getting a lot of love for the OST, we're ecstatic that people love it as much as we do
Even if it still needs some polishing, you can already see that the foundation is quite promising.
The art really stands out to me. I feel like it must be difficult to make this kind of hand-drawn game, yet the assets work in harmony with each other, they're beautifully drawn, and they create an incredible atmosphere. If this isn't polished yet, I can't even imagine what it will look like once it is.
Also, Borg's ball being that fast was a funny "wait, what" moment lol.
Congratulations to the team for this Early Access launch! A special shoutout to the art crew for all the magic you've poured into the project, the visuals are stunning 💫
Excelente inicio para un metroidvania con mucha personalidad. La atmósfera, el arte y la música están muy bien logrados y te meten rápido en el mundo. El combate se siente prometedor (aunque el parry todavía necesita un poco de pulido) y la exploración ya muestra buenas ideas. Es un Early Access corto, pero funciona como una muestra sólida de lo que puede ser un juego grande si siguen por este camino. Muy buena base — con ganas de ver cómo evoluciona.
Octa, u are the goat, junk town music is the perfect mix between Buenos Aires and neon light, optimism , courage. love it ! thanks to all the artist involved in the project, such a team.
Hi! Loved the backgrounds and how the game is set up. The atmosphere and the sounds are great and really immersive. For a first test, theres already a lot of content to enjoy and I really liked it! cant wait for the full release to continue the story <3
Heeeey! Glad to see more of this game starting to come out.
I got some feedback and it might be a bit too much but it's free!
1. Game Feel:
Most game queues and hints feel very shy, the graphic style could definetly go ESPECTACULAR, go all for it. Metroidvanias don't need to be coy with the player.
One aspect of this is enemy pattern signaling, making obvious decisions here won't hurt the game difficulty, and this ties directly to the animation principles: Anticipation, Action, Reaction. And this three weaved with Exageration.
This applies, tho condensed in order to feel responsive, to the player actions. Right now Dashes feel like an interrupt while parrying feels like a slow block. This makes the parry action confusing.
Tieing this last two bullet-points is where I think there is still a search for that sweet spot for player agency at the moment to decide the parry, making sure player can tell between parry-able and unblockable attacks. (Remember most game keep unblockable attacks in few minion enemies to highlight this as a Boss Trait)
IMPACT! both enemy and player attacks do not feel impactfull enough, there is a ton of feedback lacking, and honestly the dmg bonus from no hit combos is confusing, figured it out while thinking about it after the playthrough (this is another place to go ESPECTACULAR)
Enviroment queues are also a bit lacking, closer tho, but here is where this game make use of obvious signaling to player, cracks, weak appeareances, not just old looking.
I like my metroidvania with secret walls, chests laying around like they are right now feel like an afterthought (for a resource I can't even use) and substract from the current demo experience.
Hide those chests, or put em in a route where you tease the player first to make em explore in the direction they can't penetrate directly.
2. Setting and Storytelling:
Where am I? Who are this people? Why are they so helpless? Why the boss lays eggs?
The look is COOL and thank the dev-spirits you are not dealing with banding on your paralax environments, but everything feels disconected, roaming around without really belonging.
Enemies are mutants? Monsters? There is no clarity if this creatures are coming from the capsules I see laying around or if they are demons like the first boss
The game has excelent bones, I see the vision but I don't get inspired by it, if you guys work more on that I can assure this can be a very succesful metroidvania!
Thanks for the thoughtful comments! This definitely gives us some food for thought... we're going to take a bit to analyze this and try to improve on these points in future releases
What is your vision for good impact? I see camera shake effect and some cool short sound when I slash enemies and they reach the final hit. But now I wonder, what can be done to feel even more impactful? Is it a hit-stop effect like in fighting games or something else?
We’re currently working on making the whole game feel more clear and impactful, both when you attack and when enemies attack you.
There’s still a lot for us to do, like experimenting more with camera shake, the red vignette, enemy telegraphs, and new VFX. We’re actively working on these right now, over the next days/weeks we’ll be releasing updates focused on improving that feedback
Hi Pastelitor, almost every enemy can be parried, except those that deal contact damage and projectiles. Thank you for the feedback, we really appreciate it and will keep improving the experience!
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This looks and plays really nice! Well done
Thanksss! <3
What an incredible Game, perfectly developed
Thank you so much!
Such a great game! I love the art style and the complexity that characterizes it. I can't wait to see more in the future!
Thank you so much!
10/10! Felicitaciones al equipo👏🏼👏🏼
Muchas gracias!
Uno de los mejores juegosssss🔥
Gracias!!!
Excelente! Super vicioso y adictivo!! Q salga yaaa 🔥
Gracias!! Pronto saleee
this is looking soooo goood!!! i can't wait to find out more about the world and the story! The world is beautifull, I love the scrapyard, but Junktown takes the cake for me, the lighting coming out of the buildings and all the cat people...and the SOUNDTRACK IS 👌🤌👌🤌congrats to the whole team!¡
Thanks Pablo!!!
Such an outstanding game! Congrats to the team behind💪🏻
Thanks martivi!
Such a great game, I see a lot of potential there, I want to see where it goes!
Thanks! We still have a lot of work to do. Any criticism?
here are my thoughts. The game’s mechanics feel nice, I have felt an improvement since the first time that I tried it.
You could try to add voice to the characters. For example, maybe it would be great if the main character say something about his past once in a while, maybe some random phrases but it could give more context about game history.
I find very useful if I could open the menu pressing escape key.
Every time that I die and I start again I keep accumulating the blue coins. Is that the way is supposed to be? Because if I keep dying I could accumulate those things forever.
but the game it is really good so far, it made me want to keep playing.
Hi Santi! Thanks for the ideas! We really like the thought of Kenzu having little internal comments from time to time. We’ll chat about it with our narrative team.
About the Escape key, we changed a few keybindings right before releasing the demo, so this helps a lot. We’ll take another look at it.
For the blue coins, it really depends on how the currency will be used. In the next hour of content you’ll actually be able to spend them, and once that’s in we’ll rebalance how many coins each enemy drops.
Thanks again for playing and for taking the time to leave feedback!
No worries. It's a fun game anyway. I have kept playing and I have noticed two possible bugs.
When the character is slashing on the air and hits something, it stops falling, it is like the character stays on the air for a bit, maybe that's on purpose. It is very useful to kill the flying monsters, I just thought it is a little bit weird.
When I am hit by the sorcerer, but one second before that another monster hits me, I have the feeling that the sorcerer's attack does not have any effect on me.
Thanks for the reply too!
Tks for your comments!
Both are not "bugs", but we definitely need to improve the player feedback:
• In the first case, you get a brief moment to react and attack again, but we need to adjust the player animation because he snaps into an idle pose, which feels off.
• In the second case, it’s intended: after taking a hit you’re invulnerable for a short time. In our latest update we added some visual feedback so it’s easier to notice
Awesome game, Nice mechanics :).
Thanks! We still have a lot of work to do!
Amazing game. Nice experience :).
Thank you so much for playing the game and trying out different weapons! We really appreciate the kind words about the music, art, and combat feel. It’s great to hear that the progression felt smooth. And congrats on beating the first boss with the katana ;)
Thanks as well for the additional feedback you shared, it really helps us keep improving. We’re very glad you enjoyed the experience.
Muy bueno!!! Exitos
muchas gracias!!!
Exelente felicitaciones!!!!
Muchas gracias!!!
Amazing game! Congratulations to the team for everything you’ve accomplished.
Gameplay feels great with a controller, movement has all the precision you need in a game like this. The artwork is absolutely beautiful, every character, scenario, and animation looks amazing. Difficulty feels right on point, challenging but not unfair or frustrating.
Full version is going to be insane. Cannot wait to play it!
Thanks a lot! Stay tuned, we’ll be releasing new updates soon ;)
La verdad que está muy bueno el juego. Tiene una jugabilidad piola y los diseños y dibujos son buenísimos. Lo recomiendo. Cracks!!
Muchas gracias por el comentario, nos hace muy felices leer esto. Todavía queda mucho por hacer :)
Buen juego, éxitos!!!
Muchas gracias!
Excelente!
Gracias!
Amazing little gem with a lot of potential. Can't wait to see the final release.
Thanks! There’s still a lot of work left to do :)
Juegazoooo
Gracias Benja! Seguimos mejorando :)
Goated team!!
Thank you!
excelente. felicitaciones por el juego. 10/10
Gracias Lauti!!
are you able to connect a controller? I feel like it would be a a lot easier with one, the j for attack is really throwing me off.
Yes you can! Xbox controller is recommended
Does PlayStation Controllers work?
HOLY CRAP I HAD MY SOUND OFF THE ENTIRE TIME THE SOUNDTRACKKKKKK😍 BUT Focus On Your Intuition IS ABSOLUTE PEICE OF ART!!!!!!!!!!!!!!!!!!!!!!!!!
Wow thank you so much, this really makes us proud, the wonderful Octa created all of the music. We're getting a lot of love for the OST, we're ecstatic that people love it as much as we do
I see where this is going. Like other said, this game has a good foundation. Keep up the good work!
Thanks a lot!
Even if it still needs some polishing, you can already see that the foundation is quite promising.
The art really stands out to me. I feel like it must be difficult to make this kind of hand-drawn game, yet the assets work in harmony with each other, they're beautifully drawn, and they create an incredible atmosphere. If this isn't polished yet, I can't even imagine what it will look like once it is.
Also, Borg's ball being that fast was a funny "wait, what" moment lol.
I hope to see more of this in the future 😽
Thank you so much! Borg is a huge barrier, not many players get past it! But it's part of what makes it a souls-like
wow
10/10 man ts slapsss
Thank you so much!!
glad you like it! there is still a lot of work to do
wait, really? its already amazing I wonder how its gonna look when your done.
Haha there will be many more hours of content and a more polished experience! We're doing updates every week
Excelente! Felicitaciones🔥
Gracias!!
gracias! tenemos mucho por mejorar
Congratulations to the team for this Early Access launch! A special shoutout to the art crew for all the magic you've poured into the project, the visuals are stunning 💫
thanks so much, we are having so much fan working on this project!
Thanks Octa! <3
Excelente inicio para un metroidvania con mucha personalidad. La atmósfera, el arte y la música están muy bien logrados y te meten rápido en el mundo. El combate se siente prometedor (aunque el parry todavía necesita un poco de pulido) y la exploración ya muestra buenas ideas. Es un Early Access corto, pero funciona como una muestra sólida de lo que puede ser un juego grande si siguen por este camino. Muy buena base — con ganas de ver cómo evoluciona.
muchas gracias! en promedio dura una hora, queremos que el juego dure entre 8 y 10 horas.
sobre el combate tenes toda la razón, vamos a mejorarlo. gracias por probarlo.
Gracias!! El parry fue una adición reciente y tiene mucho por mejorar! En próximas iteraciones vamos a buscar hacerlo mucho más satisfactorio
Absolutely stunning!! The images are amazing
thanks ! it will keep improving !
Great game, and an amazing team ❤️
Thanks Nico!!
New saga! Love metroidvanias.
Beautiful artistic style, awesome music too!
Please make more like this.
i'll definitely play it to the end next weekend
Thank you so much ahsi!! We look forward to your impressions after playing it to the end!! We're aiming to push updates every week
Masterpiece! Can’t wait for whats comming! Congratulations 🙂
gracias!
Thank you so much!! We're going to do weekly updates
Octa, u are the goat, junk town music is the perfect mix between Buenos Aires and neon light, optimism , courage. love it !
thanks to all the artist involved in the project, such a team.
special mention to Valentin de las Casas, head of concept art !
Hi! Loved the backgrounds and how the game is set up. The atmosphere and the sounds are great and really immersive. For a first test, theres already a lot of content to enjoy and I really liked it! cant wait for the full release to continue the story <3
Thank you so much!!
Heeeey! Glad to see more of this game starting to come out.
I got some feedback and it might be a bit too much but it's free!
1. Game Feel:
2. Setting and Storytelling:
The game has excelent bones, I see the vision but I don't get inspired by it, if you guys work more on that I can assure this can be a very succesful metroidvania!
Thanks for the thoughtful comments! This definitely gives us some food for thought... we're going to take a bit to analyze this and try to improve on these points in future releases
What is your vision for good impact? I see camera shake effect and some cool short sound when I slash enemies and they reach the final hit. But now I wonder, what can be done to feel even more impactful? Is it a hit-stop effect like in fighting games or something else?
We’re currently working on making the whole game feel more clear and impactful, both when you attack and when enemies attack you.
There’s still a lot for us to do, like experimenting more with camera shake, the red vignette, enemy telegraphs, and new VFX. We’re actively working on these right now, over the next days/weeks we’ll be releasing updates focused on improving that feedback
Amazing, can’t wait for more!
Thank you!! There will be more, with updates weekly!
This is the kind of game I love, beautiful art, wonderful music and on top of all that a very polished gameplay
Thank you, we're very glad you enjoy it!
Really cool stuff! I'm still getting defeated by the first tough wave of enemies but I'm enjoying the process of trying again and again.
Thank you! It's a slightly difficult game, so it might take a few tries!
Music is amazinggg, parry is a bit confusing tho. What can be parried and what can't? besides that gameplay feels really good, congrats!!
Hi Pastelitor, almost every enemy can be parried, except those that deal contact damage and projectiles. Thank you for the feedback, we really appreciate it and will keep improving the experience!
I love the music!
Thank you!!