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Biomimetics's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Enjoyment | #17 | 3.000 | 3.000 |
| Execution | #19 | 2.917 | 2.917 |
| Metroidvania | #20 | 2.917 | 2.917 |
| Overall | #21 | 2.792 | 2.792 |
| Sensory | #28 | 2.333 | 2.333 |
Ranked from 12 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Engine
Godot 4.4
Team/Developer
pacorp
External assets
Music, sandstone shader
Prizes eligibility
I could get them all! But I'm not gonna, I dunno if I'll ever rank above the bottom
Comments on the jam
I'm so happy I found this, if only I was better at making a game in a month...
Reference info
pacorp
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Comments
Aaawww that's a cool one, despite the short living.
The robot is adorable, I love it's silly R.O.B face and hands! And the way it ledge grabs by having no animation at all is actually very amusing and fits it so perfectly x)
I also love the tutorial drawings. My "lame critical thinking side" tells me they look the way they do because you didn't have time to do proper tutorials, but I fricking love them, it's so silly but so cute xD
Also, props for having keybinding options! I will always encourage devs on implementing those, a lot of people overlook that just because "it's a jam, I won't have time for this!" when in reality I really do believe that's a crucial thing to have in any game.
I like the platform zapping mechanic, but I will admit, I was extremelly confused about them. I didn't understand why everyone of the always-lit platforms just did a tiny nudge upwards instead of taking me somewhere like the bigger zap-timed ones, so I actually thought my game was glitched, it was only after I came to the comments to see if anyone else had this problem that I realized they were supposed to be springs. After that I went back to it, and you be sure I had a blast! That's an amazing mechanic and it's super fun to play with it! Wich is very sad how little indication you actually have that that's how they're suppposed to work....
There are quite a few ways to fix that:
1 - Make the place you get the zapping a deep hole with one of those down there, so the only way to get out is by using it's impulse. This would make it way more intuitive that this is how physics works here, since instead on the actual game we only interact with those platforms out in the open where it's not really clear the way to go is upwards. (In fact, everywhere those platforms show up it actually looks like the path to progress is very horizontal, and since the zap-timed plats do help you travel more horizontally instead of vertically, that adds to the confusion)
2 - Tweak the animation a little bit. Right now all the platform does is just... gently nudge you upwards. It doesn't feel like something that can launch you away. Make it agressive! That platform doesn't want you to stay on it! It wants you very far away into space!! Bonus points if you make it actually nudge a tiny bit downwards before launching you up, since you know, that indicates momentum!
3 - Just make them look significantly more different than the zap-timed ones. Yeah that one is lame and easy, but hey it works! xD
Ideally, the solution is actually all three of the above, but I still wanted to mention them out in topics like that because it felt fitting x3
And I think that's kinda it, there's not a lot to comment on here other than that issue in specific, but still, that was simple but sweet. Thanks for sharing it with the class <3
(Btw, why didn't you call it "Biomimetics" here on the game page? An actual title is way more inviting than just a... ID tag... Plus the name is very cool)
(edit: I just noticed one of the gifs on the page actually shows you using the platofrms properly. oopsie! But still, you should never let your players rely on stuff outside of the game itself)
Thanks for playing and going back again, I really appreciate it! You might have seen other comments on how explanations are my weakest point. I think my games are generally very low in terms of code-bugs/unintended jank, but have a lot more design-bugs than I’d like which end up feeling like jank anyways. Regarding your points:
1- I meant to do that, sink in the portion after you jump into cave so the trolley is the only way out but just forgot with all the other last minutes fixes.
2- Total agreement, I wanted to make a big air whoosh/speedlines effect for the platform thrust, as well as some speed lines trailing the character but ran out of time. Doing a coil anim would have been really quick, wish I would of that 6 days ago.
3- Again, you’re right! To go along with the thruster vfx above, I wanted to make a thruster but thought how lame it would be without the vfx but it still would have signaled the uniqueness. Been mulling around some other ideas since uploads got locked so hopefully I a)update it at all and b) things look clearer.
RE the name, I didn’t have a name till I uploaded it, then forgot to update the page (which I just did). My brain is pretty mushy at the end of a jam and I never have cover art or screenshots ready, trying to get them up within the first few days. I’m not saying this is a good process, just what happens. Again, I completely agree, the instructions/gifs on the game page shouldn’t be relied on but it’s the only option with locked uploads so I figured I’d put them up just in case.
Thanks again for the detailed feedback! (I wonder if you might be interesting in possibly playtesting for a future jam? I assume you’re a busy person but figured I’d mention it just in case, this was very very helpful!)
I'm always down for playtesting jam games whenever I have the time to, specially if it's MvM <3
Just hit me up on the mvm Discord! I'm fairly aactive there, I'm the one person with a japanese nickname x) (Pielloww)
I really liked the premise of the rover finding fossils and gaining powerups from them! The controls were good, same for the animation (with a special mention to the very smooth rover's suspension). The music was also good, though it felt more like a "desert temple" kind of ambiance.
My biggest confusion came from some platforms that would barely lift up and I never really knew if I was missing a powerup or if I was supposed to perform a tricky jump. To add to the confusion, there's also a platform you have to power up twice to get to the end of its path.
I felt stuck for a while until I managed a jump I really didn't think was possible. Some rapid platforming followed and I found myself in front of another jump I wasn't sure I could make. I missed and sadly gave up when I saw I would had to restart from the beginning (I don't know if there was any other path I could have chosen instead).
If you can move the platforms in such a way to make it possible at a glance to know if a jump is possible or not, I think you will have a very enjoyable game! It's not missing much and I'm sad I couldn't see the other powerups. Keep at it!
Thanks giving it a try and sorry for the bad in-game guidance; I definitely needed at least one more iteration pass on the platforms. The “short lift” ones are for boost jumps, spark and jump immediately afterwards to get big air. I’m relying completely on the physics engine so it’s not as forgiving timing wise but sparking then immediately jumping gives a good boost.
The other trolley platforms, conceptually, have battery that you charge, the better timed with when the corners are lit, the more charge they get and the faster they go, but then drain (as a cheap way to reset). From another comment, I should have made an audio cue when you the spark was badly timed, as well as literally making battery art so this mechanic is, at the very least, clear with some experimentation.
I’m betting the jump your referring to is after the trolley that leads to a red platform, which requires the boost jump technique. I tried to make all the jumps pretty clear but it obviously doesn’t do much good if the mechanic isn’t discoverable, definitely a weak point with all my games. Maybe tonight I’ll record a play through, I think it takes me about 3 min to speed run the whole thing and I’m only an ok, platformer player. Thanks again for the encouragement and feedback!
I had no idea this mechanic existed...! (It's possible I missed it in the tutorial popup as I was too focused on understanding and remembering the interaction with the electrical fields)
I think a "tutorial room" with the powerup at the bottom of a pit you can only exit by using the boost jump (+ some repeatable hint in the room) would help make sure players learn how to use it. You have a very versatile mechanic with the spark, so it's best to introduce its uses one after the other, in a dedicated environment.
Couldn’t agree more! I am, obviously, still figuring out the balance of making fun content for a mechanic and explaining the mechanic (though it’s maybe a little presumptuous that the content I have is that fun). I have some ideas on making a clear “battery” object so the interaction is much clearer across the various uses.
At the very least I should have left the acquisition trigger active so you could reread the prompts.
Maybe I should petition MVM29’s theme to be “tutorial” to help focus my efforts.
Very interesting take on a Metroidvania. I had to come back and read the comments and replies to understand how the platforms worked. I accidentally double-tapped through the tutorial the first time, which didn't help. I found two exits and one secret. I liked the music at first, but it got a bit repetitive by the end. I loved the wall climb ability. It was fun and actually reminded me a lot of actual wall-climbing.
In-game tutorials are the best. Something I myself failed to do with my dagger/lock puzzle. People often blow through pop-ups. The jump boost was kinda tricky timing, and it would've been good to somehow been able to tap the same button twice. I could not time the electric pad jump + Y jump power together to get on that one super-high ledge.
The other complaint I had was I could not select anything with the controller, but I think this is actually a change in Godot 4.4.1. It seems the bottom south action button is no longer defaulted to accept. I had to add it in to my game, and I swear it had been working in the past. So just an FYI.
Thanks for playing and the feedback. I’m glad you liked the climbing, I spent a lot of time on it and wanted to capture some of the feelings of harder bouldering problems/lead climbing (not that I’m great at either). Super fair point on the music, I wanted different themes for the areas but ran out of time to implement as swapping system. I probably should have just found an additional piece or two to mix it up.
The original skill acquisition had a timed popup but I hate being stuck on a screen so I made it skippable but then forgot to leave the trigger area. I also meant to have pause let you rewatch those but, yeah, jam fails.
If you’re referring the the high ledge just to the left of the Y jump fossil, you actually do regular boost jump to follow the lower ledge around a very circuitous route. Double tapping to boost jump is an interesting idea, I’ll try it. I let the physics engine do all the work for the boost jump but it would be good to figure out how to make that more forgiving.
Sorry about the gamepad select, I totally forgot to add it to ui_accept! Since you have to click to get audio, and unpausing also closes the pause menu, I just spaced out. I’ve already added it to my template so I’ll never mess that up again.
BTW sent you email yesterday.
The abilities being learned from analyzing fossils is a neat idea, and the zap ability is a pretty cool and unique. I like the platforms you need to time a jump on especially, and the ledge grab sections were pretty fun too. The platforms that carry you longer distances were a little unresponsive, it usually took using the zap a couple times before they would activate. Also it took me a while to realize you need to continue zapping them to make them keep going.
Thanks for playing! I’m glad you figured it all out. Indeed, the traveling platforms are a bit special, the spark should happen when the ends are lit, the better the timing, the more charge they get but it takes at least 2 sparks to get to max charge. This is not explained well at all when the skill is acquired, I had some fancy ideas that were waaaay out of scope.
I had some additional vague puzzle ideas that never came to fruition and at the time the most expedient way to reset them was to have them slow down and return and then I didn’t want to mess with thing in case I made them worse. Initially I had a much worse visual, but clearly I still need to work on it.
So, yeah, afaik no actual bugs, just bad choices on my part.
Huh, going back in game to check it out it's on me for not paying enough attention to the ability tutorial lmao. I do like it being timing based, it's a cool mechanic imo and I think you could definitely make some interesting puzzles and challenges with it. Having a sound cue for if you get the timing right and one for if you get it wrong I think would make it more clear, especially for dummies like me who skim past tutorials.
I like the design of the robot character. I got stuck pretty quick after getting the zapper. I did manage to reach the platform next to one of the "intended exits" but was not actually able to get up on it. I feel like I got there through a bug though because I kind of just flung myself from a moving platform my jumping while it was going up. Took a few tries but I was barely able to make a gap. Not sure where I was actually supposed to be going from there though.
Ha, nice work but I’m a bonehead! You are supposed to fling yourself like that so I’m really happy you figured it out, but in this case the intended path is to the farther wooden platform. I’m remembering now when I did a pass to fix gaps, I moved that part forgetting that I needed that distance to prevent that specific leap. So you were totally on the right track! Following the intend path leads to a super jump skill.
FWIW, the other exit is more fun and I really should have made it the only path initially. From the starting area, going left through the “archway” leads to the ledge grab skill (which has more content spread all over). If you have a chance to play it more, I’d love any feedback but this is already really helpful!
Took me a minute to figure out the platform mechanic. Overall the game is fun and I like the concept of a robotic character that upgrades itself for the mission ahead.
Thanks for playing, glad you got it. Guiding the player is probably my top weakness (or maybe overscoping). I had some more mechanics that I didn’t have any time to actually work into the levels, which also would have bolstered the evolution theme, like ledge grab upgrading into riding ziplines. Hopefully there’s more to come.
Neat little level box! I also really like your little robot guy. I'd say you did great making a game in a month. Solo development is BRUTAL. Especially on that short a timeline. Good stuff!
I wanted more feedback on disabling things. I couldn't tell if I was doing anything. I wasn't sure what to do after getting to the raisable platform. Raising it didn't seem to let me reach anywhere new.
Thanks for playing! My goal is to have someone playtest but it literally never happens so I miss obvious stuff. The raising platforms that only go a small distance straight up are for you to use as a springboard, spark then immediately jump; you’ll inherit the moment so can get really far and really high.
I had a really ridiculous plan to have ambient creatures that demonstrated the abilities but looking back, there was zero chance of that making it in so I added the explainer cards but just didn’t think about that. Thanks for the feedback, I’ve updated the game page with hints section at the bottom; hopefully this saves others some frustration.
Oooooh! That's a fun idea. Maybe a simple way to do it is to have some sort of basic object like a box on the platform that bumps into the air some when you activate it? Though that might mess up your jump metrics and let you skip the momentum jump altogether.
Haha! I hear you on playtesting. So important. I don't know where I'd be without it.
Isn't a game jam just one giant ridiculous plan that rapidly collapses into "Look I made the thing move!"? lololol Keep it up!
mr pacorp you have outdone yourself yet again. the level design was great as well as the mechanics. i especially liked the platform jumping mechanic, once i figured it out it felt really satisfying. my favorite mechanic though was the ledge jumping! great work