In Metagame, you play as the game! Your objective: keep your player alive.
> Welcome to Metagame! Unfortunately your game developer was a bit keen releasing their game, so it's not quite finished yet, but the players are eager so the game must go on. Place items to help your player avoid monsters and achieve the objective. The more levels you play, the harder it gets.
Controls
Only requires a mouse to play.
* `right mouse button` to place objective * `left mouse button` to place walls (Mac users may have to use `Left Alt`)
Who knows what happens if you play this on mobile.
Tools
All assets made by myself during the jam (unfortunately I didn't make the compo deadline so submitting for the jam).
@theartifacts definitely a bug! You should only be able to place it on the green border around the edge, so thanks for letting me know - will see if I can get that fixed in the next few hours!
Great concept. I love the old GameBoy aesthetic and it's a great interpretation of the theme. I think it could work better if everything was tile based as some of the times the enemies got my player seemed like they were cheating. If the walls were built per-tile then I think it would be easier for the player to understand how they need to block the bad-guys. Otherwise I really enjoyed playing it, and I hope you keep working on it.
I like the idea! This was one of the options I was heavily considering as well in the brainstorming phase. Music was very good. My only issue while playing was that the blocks were very small so I had to do a ton of right clicking to properly block the monsters. Maybe right click and drag would have helped this?
Great concept, managed to get to level 15! An issue with the assymetric level is that it seems to be always optimal to place the goal just straight down from the player instantly as the level starts, then you'll mostly make it there before enemies can even reach you. Solid interpretation of the theme and as said, great concept overall :)
It's a very good concept, but every level I saw was exactly the same but with more monsters, which was a disappointment. I think this concept would work better as a puzzle-oriented game.
Restarting the game a few times was a bit frustrating, and the enemies don't seem to be consistent - so the difficulty of (for example) level 2 isn't always the same. I did enjoy the retro feeling and music, and had most importantly had some fun. I think it's just missing some retro menus and fonts to go along with it!
I love the art and graphics of the game nice old school retro feel to it. I made it to level 8 I found that the best strategy for me was to place the goal down at the bottom as fast as I could and than place block to surround myself. I kinda wish there was a little more incentive to place the goal in other places to give the game a bit more strategy, but otherwise great job!
Nice idea :) I wish I wouldn't need to start from level 1 though when failing 😬 I love that you kept the color pallette simple, it really works well together. I also loved the overall art style, even though I didn't really recognize the players/enemies quite well as people.
This was a really awesome concept! I loved your take on the theme, and it scaled up well! I did find the music made it feel all the more stressful when the enemies were rushing at you, so it was probably fitting. I did find the 'walls' to feel a little small, and I think it would've been nice to have a hover to show you where they were being placed before they were placed since it was a bit tricky to tell if it was in just the right spot!
Probably the best example of "Keep ____ Alive" ive seen so far. Its without a doubt fitting the category. However the game is a little bit brutal because the enemies start moving very quickly, before i even placed my objective. Perhaps it can be toned down a little by at least not allowing enemies to spawn before an objective is placed. (And for balance purposes, not allowing the player to build walls until the objective is placed either). Great game tho!
Cool concept, but needs some balancing to really tickle out the potential. Every level seems like a puzzle in of itself but the game will be reset on each failure. That's really frustrating. Why not let the player retry the level? The levels themselves need some work as well. Other than some enemy spawns, everything was the same. So just putting the flag at 6 o' clock helped me beat most of the levels and it took only a couple of seconds. I would be better to show the player the level beforehand, letting him think where to place the flag and then let the level play out and see, if it worked or not. Then it will get a strategic element as well. As it is currently, the player will hove no time to think, since the enemies will just start running and every millisecond counts.
The art was adequate and the music was ok, but a tad loud. All in all, a nice entry with a fresh take on the theme. Good job on that front!
@duke main thing I learned this jam was level design is not my strong point! Love the idea of letting the player see the level in advance, it's a nice take on it. Appreciate the thorough feedback, thank you!
Very nice and funny idea! It might not be necessary to allow the player to see the level beforehand, I think it would be sufficient to have level checkpoint, so that the player won't have to play all the levels again when they die. That was pretty annoying for me at least.
But overall it is a very good game, stylish graphics, music fits the style! Good job!
Comments22
The audio was awesome! The graphics were pretty decent. Keep up the cool work!
The art was adequate and the music was ok, but a tad loud. All in all, a nice entry with a fresh take on the theme. Good job on that front!
But overall it is a very good game, stylish graphics, music fits the style! Good job!