A member from a sentai team is stranded in a space station after they respond to a distress call, it's up to you to try to figure out what happened to the rest of the team and who is responsible.

Ricardo Rodríguez  - Programmer / Game Designer

Max Salazar - Artist

Chase Bethea - Composer / Sound Designer

Alejandra Meza - Tester

The font used for this project can be found here.

Music composed for the game is here

Controls:


KeyboardXbox Controller
Movement Left and right arrowsLeft Stick
JumpSpace barA
AttackXB
Special AttackZY
Back DashCX


This game was made for the Metroidvania Month 8.

Download

Download
DDFT_V_0_8.zip 29 MB

Development log

Comments

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(+1)

Hi! I hope you are doing fine after 2 years this has been published. I Fell off the map using the special move after getting it from blue.  But overall I liked it  a ton it was fun for something done in a month. 

(+1)

So I found this game from the composer’s SoundCloud, and was intrigued.

I see this game has been made in one month, so I understand why it’s at this state of development, and won’t give a lot of feedback, as you’re probably aware of most issues. I think it’s still possible to make a nice platformer in one month, but you’d need to have some previous experience/code, and make it smaller. Unfortunately, the requirement for making a metroidvania doesn’t help, unless the level designer is a different person than the programmer (which apparently isn’t the case in your team).

I’ll give random feedback on things not about platforming first:

  • The title shout doesn’t match the written title! Don’t tell me you combined a random sentai shout with a random sentai logo!
  • you can get hit by an enemy off-screen and it’s a bit hard to kill it to go to the next screen… I guess all rooms are loaded in advance in the same scene, and only the camera stops at a room’s edge?
  • jump’s SFX is a bit too much?
  • with Blue’s power, you can hold rocket fire indefinitely and bounce on walls while only slowly descending… I think it was the coolest move! (but I didn’t reach yellow as I died soon after)

Most of my feedback would be on the core platforming experience, but not that much interesting as you can find good platforming principles from various sources (how to make variable jump, avoid wall friction, allow character to jump shortly after falling, etc.). If you want to make more games of the genre, I’d recommend making a clone of some famous platformer (just the physics and a simple level, or even just an area), or if you don’t have data for full cloning, pick a list of common features, implement them, and tune physics parameters to make it feel good (the second approach is better if you want to train your design feel). Once you’ve done that, you can redo it much faster, even during a jam, so you don’t waste time with common platforming mechanics and can spend more time on the unique features of the game (e.g. the combat skills and Blue’s rocket power).

Good luck for your next game!