This is my submission for the 2018 Game Maker's Toolkit Jam.
The game's submission page is hosted on itch.io: https://mush101.itch.io/allocation
Allocation is a Metroidvania game without a connected world map. Instead, you must create pathways between key points using the rooms that you collect as you explore.
Rooms are divided by difficulty, so you decide how challenging the game will be by creating your own paths to move around the world. The more you explore and add rooms to your collection, the more choice you have when designing your routes.
Creating a Path
Press the up arrow in front of the monitor to access the map system.
From this screen you can see the rooms you have obtained. If you select one of the yellow rooms and press the Z key, you can then place that room onto the minimap.
Place a few rooms onto the minimap to connect two areas. Aim to reach the red dot room on the right-hand side of the map!
Arrow keys - Move your character / Choose options in the map system.
Z key - Jump / Select an option in the map system.
X key - Shoot / Cancel an option in the map system.
This game was interesting.
Just a couple notes that are really just me being a bit silly. I didn't realize I could shoot the spinning enemy for a good portion of the game. Also I thought the red ball at the end was an enemy so I kept shooting it.
I also took a while to realize saws were not invincible. I think this could benefit a lot from being more merciless, but more fair. For example, less health(maybe 1 hit), invincible saws, more moving saws, but also less saws at the top of jumps and less blind drops into saws.
Incredible concept, super fun, but has a few hiccups. I hope you consider updating this because there are a couple things that could make this game reach its full potential.
The biggest issue for me was that it took me forever to learn I could destroy the blades, and I can see from other comments that I'm not alone. One solution might be to make one of the first few rooms (maybe the first medium room) just be a wall of stationary blades. A room where you have to shoot the blades to progress would teach the players in a safe way.
Other than that there are a few small things, like an incentive to pick harder rooms. And also some other types of enemies or interact-able objects would be nice for room variety. Those are just wishlist ideas though, all in all the game is super creative and fun to play.
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