Limb by Limb
(Itch.io recommended) You're a lone robot exploring a secret underground facility when suddenly you're blown apart and lose all your limbs! Navigate the winding corridors of the facility as you search for an escape and recover your lost body parts in this mini-metroidvania.
Controls:
Arrow Keys – Movement
‘Z’ – Jump/double jump/wall jump
‘X’ – Shoot (hold)
‘C’ – Teleport
Music:
"Hero Immortal" by Trevor Lentz (License: CC-BY-SA 3.0)
Changes:
The final boss no longer breaks when retrying it. :(
Controls:
Arrow Keys – Movement
‘Z’ – Jump/double jump/wall jump
‘X’ – Shoot (hold)
‘C’ – Teleport
Music:
"Hero Immortal" by Trevor Lentz (License: CC-BY-SA 3.0)
Changes:
The final boss no longer breaks when retrying it. :(
Comments30
It reminded me of Duke Nukem 2d from the 90's.
I love how it all starts like a normal platformer, teaching the player how to play before taking it all away so you know what to play for. It gives a sense of urgency.
Audio, graphics and story are well done. I don't know how to make it better and I don't have peeves to share for now. I will finish this game later, I spent already way to long on your entry haha
But I’d rethink the part where we can also fall apart — for example, after we get killed it’s just a game over. It would be cooler if, when we’re destroyed, we had to reassemble ourselves piece by piece, not only in scripted moments.
Moneo te ut melius locum serves puncta, secreta adde, et loca nota quae in momento aliquo colore attingi non possunt.
But the boss fight is a bit to difficult for me >_
I want to say that I loved every moment of the game, but the final part was a bit disappointing :pensive: Trying to find a way out of the maze without a map and under a stress of a timer isn't very fun.
But that doesn't mean that I didn't enjoy my time in the game! :smile: Still love every other aspect of it, great job!
And here is my final time. I spent so much time running around at the final part :sweat_smile:
Anyway - there are some gripes i have with the gameplay: I hate the keybind choice!!! Most people are at this point just too accustumed to wasd to ever switch back to arrow keys. And even if we go to use arrow keys - why would i ever need a jump button that is on different part of the keyboard? Just let me use the up-key! I constantly switched shooting and jumping by mistake.
This is by far my biggest problem (as this unhinged paragraph probably showed) but there are some other minor ones too: The edges of platforms feel very unforgiving with their collision especially when jumping late or from below. The bossfight is really hard - i could only kill it when it got stuck in a wall. After the boss an default checkpoint would have been great. And the insta death from the teleport into wall is a bit too punishing for my taste.
Ok now i wrote a lot of negative things, but mainly because the feel of the game was actually great as it had the mood of one of the early metroids, and the points i raise seem to be easy fixes. To me the fun i had was just always slightly lowered by the frustration over the controls.
The size of the world and the depth of the mechanics is truly impressive for a one dev entry! I liked it a lot but i am just reaaaally nitpicky.
Well done!
Though, I felt the navigation could feature a minimap but the clever placement of the body parts definitely helped out navigating the ending sequence, nice work!