Goats Gorge Dusty Descent 1.5 has a reimagined level design, developed after the Metroidvania Month 22 (MVM22) Jam Session and keeping the same assets.


Description:

In this Metroidvania-inspired experience, jump into the hooves of Gida, the Gunslinging Goat, and descend into the Devil's Maw to save the town of Emerald Creek from a strange energy holding the town hostage.


Features:

- Acquire 5 Abilities

- Collect 20 Badges

- 60 minutes of Gameplay

- 2 Sequence Breaks

- Abilities can be acquired in several different orders

- 1 of the Abilities is skippable


Speedrunners Challenge:

-  100% Completion within 18 minutes.

- Everyone is encouraged to post their completion time!


Credits:

Game Design

- Route126

- José Morato Martinez

Level Design

- José Morato Martinez

Programming

- Route126

- Ryr

Visual Design

- KK

Audio Design

- LivingGameMusic

Narrative Design

- Leo Constantinides


The fastest route to achieve the Speedrunners Challenge can be seen here:

https://www.youtube.com/watch?v=jXnWiInKMSk

StatusReleased
PlatformsWindows, HTML5
Rating
Rated 5.0 out of 5 stars
(1 total ratings)
AuthorsJoseph_MorMar, Ryr, EelShep, Living VideoGame Music Composer
GenreAdventure, Action, Platformer
Made withGodot
TagsMetroidvania, Open World

Download

Download
Goats Gorge 1.5.exe 118 MB

Install instructions

Windows executable is recommended over the Web version of the game.

Comments

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Funnily enough, my playtime was almost exactly 60 minutes.  I've got some footage I'll upload at some point.

I think the jump was a little unresponsive, but other than that it was a lot of fun.

The music and visuals really got the "Stranger Walks into Town" vibe, and the dialogue was amusing.

The shooting felt fast and fun.  I liked when I got to shoot things while clinging to a wall.  Felt like a cool action move.

Sometimes when I was trying to Dash through boxes, I'd cling to the wall first and end up doing a 180.  It might be handy if the directional input could override facing away from the boxes when you cling to them.

Shooting diagonally up was a but awkward, since unlike shooting diagonally down, you had to be moving.  Maybe holding RB to shoot diagonally would be a better option.

(I'm not sure if I was supposed to press enter, but I couldn't select anything in the start menu.  This extends to when I died, I couldn't select retry.  I could however, cancel out of it, and keep playing, which is what I did.)

(The Gamepad mapping also wasn't working for me.  That could be because I'm using a PS4 controller and emulation, but it hasn't been a problem before.  In any case, I just mapped it to the Keyboard controls.)  

(However, I didn't anticipate the Roll button, so I just had to press Ctrl on my keyboard because I didn't want to reset the video capture.  So when you watch the footage, that's why I go a little funny when I have to roll under something.)

I was hoping for a secret ending or Boss if I got all the badges, but the set piece escaping from the mine shaft with all the powers you unlocked was still a pretty satisfying note to end on.

All in all, great entry!

Hello JD Nation,

This is wonderful, thank you for the thorough reply, much appreciated. I agree with your points; those are valid rooms for improvement in this game and we will also take care of that in future games.

In which sequence did you acquire the abilities? Normal sequence is Wall Jump, Double Jump, Power Dash, Gun Upgrade and Roll.

We included two sequence breaks, a total of five different orders to acquire the abilities, and Power Dash is completely skippable: the game can be finished without it. The sequence break moments use movement mechanics to reach for higher spots; they are not hidden paths or breakable walls. Finding these sequence breaks allows for faster routes to 100% in less than 18 minutes.

We are grateful you recorded some footage, please let us know when you upload it, looking forward to watching it!

(2 edits)

I did the vanilla sequence as you described.  It took me a while to get the first one since I kept exploring the wrong routes.

To your questions about how obvious multiple routes should be; I think the longer a MV is, the more alternatives it should offer, so it's fine to be linear near the beginning, especially when you're teaching the player how to use the core mechanics.
For obviousness,, I'm not sure.  If they're looking for it, they'll find it, and if not, it doesn't matter either way.

I'm not much of a min-maxer or a speed runner, so I don't have opinions on sequence breaking.

It might be a while before I upload the footage.  The file size ended up being a bit unwieldy.
EDIT:  Maybe not.  I recaptured it at a smaller size.  Here ya go - SMVM22 - Goat's Gorge Pt1 Wall Jump