Your goal is to get to the door on the upper right!

*Disclaimer 1 - Jump is bugged if using arrow keys. Move using WASD! 

*Disclaimer 2 - There is currently no way to finish the game. A Win-Screen should show up when you get through the door. Instead, it takes you to a scrapped (and extremely bugged) boss fight*

Viktor's Lab

Viktor's Lab is a bite-sized Metroidvania where you play as a mad scientist gathering the powers of the wild-life around him

This game was made for the GMTK Game Jam. The theme was Joined Together.

How it fits the theme:

A Metroidvania consists of rooms that are joined together to create one big map.

How to play (keyboard):
  • Your goal is to get to the door on the upper right
  • Move using WASD!
  • Tapping & holding the jump button affects how high you go
Credits:
  • Aly El Din Sakr (RatFace_96): Art, Game Design & Code
  • Quentin (Little drummer boy): Code & Game Design

Code was done in Construct 3, and the art/animation in Adobe Animate.

PS. Feedback is very much encouraged! Leave a comment with any criticism you have, or bugs you encounter!

Note from the team:

This entry was initially part of another jam, but we didn't finish it in time. A lot of the code was done prior to the jam, but due to some issues, we had to make do with what we had.

Most of the art was done during the jam, however, a lot of it was not imported into the game itself in time. In the 'concept art' section, you can take a look at "what could've been."

Additionally, a post-jam version will be uploaded after the voting-period ends, so make sure to check back!

Don't forget to check back after the voting period, for the post-jam version!

Post-Jam Version will include:
  • Actual art used
  • Fixes for the current bugs:
    • Armadillo being disabled
    • Frog Collision box being visible
    • Door leading to the wrong layout
  • Proper/bigger map that explores the different mechanics in detail
  • Forgiveness Mechanics
  • Boss fight?
  • Custom made music and SFX
Concept Art:

- TBA -

Comments

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This is an interesting but short game. For one, I noticed that the stairs do not step up and leads to a frustrating experience. Furthermore, in the room where you get the double jump, there is a small bump on the floor. You also get stuck when getting out of the ball in a ball only space. Finally, the graphics do not show what are enemies very well.

I did however enjoy the game. The movement felt very good and I enjoyed It.

Thank you so much for the constructive criticism! Lots of points to discuss (which's good!):

  • First of all, the art you see in game is the placeholder art. I created the actual assets but ran out of time before we could import them into the game.
  • Yes! 100% agree about the stairs being frustrating. When making my own tile-set (the one in game is a placeholder one we found online) I ended up removing the stairs all together for that very reason.
  • Making it so the player can't exit roll mode when in a narrow area is actually on the to-do list :D
  • The bump is intended so you don't accidentally roll into the frog, which seemed to happen a lot when playtesting. Though it can definitely be done better. Any ideas?

Would really appreciate it if you could check back after the voting period ends to see how it compares to this version! With the actual art used, as well as the bugfixes and tweaks mentioned in the description :D

For the stairs , you may be able implement a step up type feature. (Although I am not sure how one would achieve such a thing in Construct)

When going to the double jump room, I ended up going from the top where the roll ability is which is why I was confused. As a solution to this, you could either remove the enemy, or structure the room so that the enemy is on an elevated box. You could also make the room to the left's top platform leading in at a height so that you would need double jump as well as make the bottom roll corridor of the room to the top left go farther left. This would make it so you would have to go in from the bottom.

Finally, I always ended up going to the right first at the start of the game (Which I had to do twice due to the fact that pressing R resets the game.)

wasd jumping bugs out after dying.

Never experienced that myself, but we'll look into it! If you dont mind elaborating, did something special happen before it or did it just happen randomly? Can you recreate it?

Thanks a lot for letting us know! Hope you enjoyed the game regardless!

just tried it again, and now it seems that dying causes the bug to 'jump ship' between the two.

(1 edit)

Thanks for clarifying! Will look into it :D