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ACCESS CODE: HEAVEN. An exploration-focused retro-styled platformer in METROIDVANIA genre.
Keys Left and Right - character horizontal movement
Key Up - interraction
Key Z - Jump
Key M - Map (must be found first)
Key X - Weapon (must be found first)
Key R - Restart (while death)
Key SPACE or CLICK - skip dialog


Good game! very nice work
Need to add the "2d jump" while you are in the air. When you fall down of a platform you cant jump in the air :c

I love it!

Having played "Into the Abyss", I see you've improved a lot from there. Congratulations! Growing is the most important thing, and you're on the right track. Now, about the game itself, I liked, but there're a couple of things worth mentioning:

- The graphics: Awesome. The artwork is very pleasant, and the lighting is on point. No complains here, good job.

- Challenge: The rooms are a good challenge, but most of the time you can avoid every obstacle by going under them. It's good that if you have a certain skill you can make previous hassles easier, but here is almost from the begginning.

- Map design: This issue was present in ItA too. I'm not one that thinks labels have to be strict. You wanna do metroidvania, but that doesn't mean you have to make something as close as possible to Metroid or Castlevania, as it would limit the genre itself, and prevent new ideas from coming. However, both games are linear platformers that try to fight that nature.

The whole game is a 'hallway' with a couple of moments where you go to an extra room to get perk, and then continue as you were a minute ago. That's not a bad thing at all, it doesn't affect the experience, but that's the thing: If you put those rooms one after the other, it doesn't change anything. And it's not like you have to make a choice or anything, as the map always tells you wich room is the extra, and wich is the main path.

If you wanna make an open map, try to be a bit more ambitious. You could keep those extra rooms a 'secret' (or only reachable once the player activates/gets something and has an 'a-ha!' moment), so the player feels rewarded for being observant; or make more connections between rooms, so the place feels more complex/open.

- Gameplay: Not much to say here. It works. Although I must say that the rooms feel too small and contained for the use of the wall slide. It's a bit stiff, but not much else, but when there's almost no space to maneuver, it's a problem. If you wanna make the player feel agile, give him the room to do so. This also happens in the final boss battle, which is very easy, but the controls fight you a bit.

But again, I liked it, and it shows you've improved a lot. I can't wait for your next game!

People find this review helpful!
gamesbynoe responds:

Thank you for review!

It was fun until I hit a frustrating game-breaking bug where pressing Z restarts the entire level, dropping me all the way back at the very beginning with the little "MOVE/INTERACT/JUMP" sign. It happened multiple times, both before and after the first enemy/boss.

I really enjoyed this game despite it being a little too easy, a little too linear and a little too short. However it has good atmosphere, very good sounds and music, decent retro style graphics and the gameplay is fun.

This is good game play if you want to have something fun but not too challenging. Everything is easy but the last boss. The last boss is very fun trough.

To be better this game could be a little longer, the added volume should contain some secret rooms with fragmets of optional powerups like games of this type usually do.

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Credits & Info

3.60 / 5.00

Jul 10, 2017
2:09 AM EDT
Action - Platformer - Other