Foon → Ludum Dare Explorer → LD60 → Retroid Zania

Retroid Zania

By rogual

Percentile
CategoryRankScoreCountLD60Ever
Overall30
Fun30
Innovation30
Theme29
Graphics30
Audio30
Mood30

Comments

alextrash 2026-10-18 16:10 ♥ 1

This is done too well

jacobwinters 2026-10-19 00:27 ♥ 1

Now on the one hand, after I discovered a secret underground passageway between the planets, I barely ever went back to the asteroids zone. On the other hand, finding it felt *so absurdly cool*.

!> "Magic isn't real." Locate endgame item. It's a tome... "Magic isn't real." Hah.

woofwoof 2026-10-19 11:16 ♥ 0

cool!

ntmalichi 2026-10-19 12:24 ♥ 1

5/5 on every category. I loved every minute of it!! It was so well made and everything integrated so perfectly. Amazing!!!

[Screenshot 2026-10-19 152344.png](///raw/3c0/d4/z/73dd2.png)

flightless 2026-10-19 19:22 ♥ 1

Wow this was extremely well made. The blend of the game styles is fantastic.

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fullmontis 2026-10-19 23:39 ♥ 1

This was a lovely game! I completed it and it was really fun. Only thing I found strange is how you can just move from one planet to the other from the dungeon but it's more of a funny quirk. I think you did an outstanding job.

alexclay 2026-10-20 22:41 ♥ 1

I rate it 5/5 in every category. If this doesn't win Compo, I don't know what would.

dis0rder 2026-10-21 13:28 ♥ 1

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Amazing work!

Really enjoyed the adventure.

william-corrin 2026-10-21 20:02 ♥ 1

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This was really fun. I totally got lost in the world for a bit. I'm super impressed, so many things going on, and I love the music and the art style!

half-and-half 2026-10-21 20:20 ♥ 1

Oh wooooow this is simply the best. I was pissing myself at the obsolescence and having the best time! I loved getting deeper into each part and I think you balanced it perfectly for a jam length adventure.

silkworm-sweatshop 2026-10-22 16:05 ♥ 1

Fun bite-sized adventure with a nice mix of gameplay! The ascii part surprised me in a good way. Good polish all around. Might try getting the secret ending as well.

flyingbear 2026-10-22 19:11 ♥ 1

This was an insanely good jam game! All the game types were fun on their own, but also meshed together really well. The art was really well done and charming. I dig that main character in its simplicity. I managed to get both endings.

koolruz 2026-10-22 19:38 ♥ 1

diplomat.PNG

This was *really* good, especially for a compo game! The art was lovely, the gameplay was solid, and I just really enjoyed playing it!

It took me *forever* to figure out how to get past this guy for the secret ending though. I was genuinely banging my head against it for around 20 minutes, checking its trigger radius, trying to do loops around on the left, and thinking that there was something I didn't understand about the pathfinding whenever they cut me off, before finally having the eureka moment I needed to get through

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I really only have one super nitpicky piece of constructive feedback: Right now, movement in the Zelda-style portion of the adventure feels very slippery for the subtlest reason. When you move the player, it seems like you're treating X and Y velocity independently of one another, which means that diagonal movement ends up making you run at around ~1.5x the speed that you ought to be moving (specifically, you're running at `sqrt(2)`x the speed of your horizontal or vertical movement). This is because by moving in the X and Y directions at the same rate, you're effectively moving along the hypotenuse of a triangle with side length `sqrt(2)`. That slight change in speed isn't very noticeable on a conscious level, but it makes movement feel much less precise because your speed keeps subtly changing.

I'm not at all familiar with the library you're using, but it *looks* like the change would be in `zelda.js` where you're reading the input intent, and then multiplying that intent by your speed.

Instead of: ``` let intent = input.intent; let speed = 100; intent = vmul(intent, speed * app.dt); o.pos = vadd(o.pos, intent); ```

You would want to first get the angle of your input vector (`Math.atan2(intent.y, intent.x`), then set X and Y separately as `cos(angle) * speed` and `sin(angle) * speed`. Take the full code example with a huge grain of salt because I'm quite comfortable with javascript, but I've never seen the vector math library you're using before:

``` let intent = input.intent; let speed = 100; let inputAngle = Math.atan2(intent.y, intent.x); intent[0] = speed * app.dt * Math.cos(inputAngle); intent[1] = speed * app.dt * Math.sin(inputAngle); o.pos = vadd(o.pos, intent); ```

Sorry for the extremely long-winded nitpick (and hopefully the code suggestion is not an overstep!)! I loved the game, and I love getting into the weeds of technical minutia and game feel, and figured I'd pass along the tip :)

roroto-sic 2026-10-22 19:52 ♥ 1

hammer then screwdriver then mesuring tape -> victory ! it was a very fun and polished game !

Capture d’écran 2026-10-22 214932.jpg

bloodbane 2026-10-23 13:09 ♥ 1

Well done metroidvania! I was puzzled at first at why I start from spaceship then ended on a planet then I figured out bits by bits the answer. I got diplomatic ending BTW.

frogravity 2026-10-23 16:49 ♥ 1

I immediately hit the final boss with a hammer, but fortunately it forgave me afterwards and I got the diplomatic ending anyway :)

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This was super cool!! I got a little confused at first but once I understood it it was so awesome! I started with the blue planet and kinda got stuck for a bit since I couldn't gather the 10 coins needed for the bomb, but a quick trip to the other one solved that issue :) Speaking of the bomb, I loved how it added an entire control which carried over for both the platformer & zelda sections (maybe also the rogue, but I didn't try that after acquiring it), that was such a cool surprise. In general sharing the controls & UI between all the modes added a lot, and the "did you find everything in this room" map display was an amazing idea, wish more metroidvanias did that.

I think my favorite mode was the rogue, I enjoyed the message boxes & little enemy puzzles, especially the one where you had to lock it behind a switch door. The other modes felt admittedly pretty barebones, which makes sense considering you had to make 5 of them! Still, the game didn't drag or anything, and it was definitely fun going back and blowing everything up in the end :) But as cool as the interplanetary rogue passage was, I'll never forgive you for the plot hole of having your spaceship on both planets if you used it, 0/10

Jokes aside, again, this was amazing! Really loved it!

helagos 2026-10-23 17:19 ♥ 1

Well... I would love to have the talent to make this kind of game in a compo. Everything is really cool in your game. Different type of gameplay, design and music. Well done !

gamesplusjames 2026-10-23 19:51 ♥ 1

This is such a cool idea and really well executed. I always games within games and every one here felt really good . The art for each genre was fantastic and the music throughout was really well done. I really liked this a lot. Great job!

andriybyelikov 2026-10-23 22:35 ♥ 1

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Only downside is no fullscreen. Congrats!

boxofcuriosity 2026-10-24 00:39 ♥ 1

Crazy this was made in 2 days. And it's good!!

I really appreciate the map telling you where coins can still be found, that easily could have become annoying otherwise.

The rouge puzzle of trapping the enemy behind a door was kind of evil but once I got it, it made me smile (it's perfect).

I quite liked the music too, the platformer and rouge ones were probably my favourites.

Cinema 🔥

zania.png

local-minimum 2026-10-24 09:20 ♥ 0

I played on your site to have full-screen, you really should enable the fullscreen button on itch, for those that happen to go that route. The different game modes all worked very well. And it had quite a bit of retro fun even though I grew up playing other games. The art felt very authentic of the era and each game mode. The music as well.

I did have a few minor annoyances:

- I would have like to be able to hold shoot the asteroids as accessibility feature. - The ascii world was really nice to be able to hold, but even tapping the button I accidentally got two input on several occasions. So while the hold-move speed was good, the initial time before going into hold mode vs tap mode should probably be doubled or something. - Since death/reset weren't punishing, this didn't matter much but after buying or not buying the sword in the zelda shop you got teleported out and the monsters could happen to just insta-kill you. Having them frozen for a split second and/or not spawn right where you enter a screen would have been nice. I'm thinking too that the game plays best if you never die, or die as little as possible - so you as a player are unsure what the reset is going to be and this type of exit shop accident made me definitely lower the amount I cared for death in the game. - The boss battle, I accidentally selected a top action just by double pressing and it would have been nice to be able to go back. Again to keep the illusion about the stakes, and the smartness of my moves.

Over all a great entry!

(I feel inclined to mention the honeypot 🦎 lol) Play-through: https://www.youtube.com/watch?v=uWBrdsfKO6U

jimbly 2026-10-24 21:11 ♥ 1

I'm glad to see someone else felt the urge to make 4 old games with this theme 😂. I managed to get the regular ending on my first try, and was happy that refreshing the page brought me back into the game where I was so I could get the secret ending. Only nitpick for me was I wish the bullets wrapped in Asteroids, I kept shooting off one side of the screen expecting to kill an asteroid and it didn't 😆. The roguelike area was really cool, although the high key-repeat got me killed a couple times (maybe a longer delay on the first repeat would totally fix it, as it did feel good while zooming around, just hard to do precise movements to avoid the `D`agron). Really nice all around!

coleslaughter 2026-10-25 00:47 ♥ 1

[Thanks for submitting your game to stream!](https://www.twitch.tv/videos/2909045755?t=04h28m28s)

Sorry we forgot to update the game title while we played. 😅 The homages here were spot-on, very nicely done!

euler-moises 2026-10-25 03:21 ♥ 1

I really enjoyed Retroid-zania. I’d love to make a game like this myself someday—packed with references and well-developed.

The blend of various styles turned out great. It was a pleasant surprise when, all of a sudden, an RPG made with ASCII symbols appeared. Truly well thought out.

Even with the simple graphics, it’s clear that a lot of care went into it; you managed to capture the spirit of each style faithfully, while still keeping things lighthearted. Perhaps you could have given the protagonist a slightly different look when switching between the top-down and platformer sections—just to reinforce the idea that there’s a "portal" connecting the different styles.

What games inspired you to create this?

I made sure to play all the way to the end and defeat the boss. Very creative!

Congratulations!

duudel 2026-10-25 18:44 ♥ 1

Hey, this was a nice concept and great execution!

No AI for the victory! :D

alexascher 2026-10-25 20:45 ♥ 1

Such a great game! I love exploring in games, and this one was exactly what I was looking for. Really enjoyed it!

marks 2026-10-26 20:17 ♥ 1

This is so cool, it was quite a treat to play this! I really loved the multiple worlds idea and how they are connected with the dungeon section, it felt like the game was way larger and I wanted to explore it!

Amazing work with the music as well! Every section felt very distinct and memorable with the variation in moods.

Screenshot.png

brusi 2026-10-26 20:49 ♥ 1

Cool game! A bunch of old-timers there. Got to the finish line. I enjoyed how collecting coins across several oldies are supporting each other as you progress to buy and use tools across surfaces, each presenting a unique gameplay and some thought provoking puzzles (like trapping that Z enemy behind that door)

tigerj 2026-10-27 12:39 ♥ 1

WOW this was full of surprises. As someone who plays thousands of jam games it was quite thrilling to experience the variety of gameplay mechanics seamlessly linked together, not having to recut and re-bomb previously cleared areas was a real treat and helped streamline the experience of collecting for the player. nice work! https://www.youtube.com/live/1jKZ760uuDk?t=1906

woona 2026-10-27 16:50 ♥ 1

Amazing game! I won by accident without collecting all the items. But I didn't know how to solve the bottom-left room in the Rogue-like world anyway.

I like how all games have similar controls and artstyles so the transition between different worlds feels seamless.

The only thing that confused me is the fact that the sword can be used only in the top-down world, but the bomb can be used both in side-scroller and in top-down world. I think if all items transitioned between all games and could be used in some way, that would be even cooler. 😁

pkenney 2026-10-29 02:32 ♥ 0

But I wanted to bomb a dragon! I need revenge for all those run-ins on depth 25. At least I got to steal his coins and sneak away, like a real rogue.

The variety here was the star, really amazing. I loved the double-interconnectedness. The references to Zelda slimes and requiring me to get the sword from a strange man in a cave was a nice touch. I won but I regret that I did it without purchasing the magic book - I didn't realize I was commit myself to the final scene. Still, I think I saw nearly everything except what that book does.

(WAIT no I went back to double-check something, refreshed, found myself just outside the boss instead of at the start of a new game. So I went for the last coin, bought the book, and then [REDACTED])

If I had to critique one element it would be the gamefeel of the character controls in the platforming and roguelike modes. The platformer gets a bit fiddly with jumps in a few ways, like jumping up into the ceiling, and the roguelike has the multi-press delay set pretty fast (imo prefer not to even have it in that style game) which caused a mistake in a careful spot with a dragon a few times. None of this hurt the experience at all, was just the only critique I can muster.

In contrast I really appreciated the generous hitbox on the sword. That fighting style can be frustrating, but you smartly traded away the difficulty for convenience, which was just what this game needed there. Same for the light death penalty. This game was about seeing it all, and a few light puzzles - not about overcoming the physical challenges of battle.

Really impressed by the breadth. Art, music, sound, scope, all of it was really great. The length was just right, too.

Was also really glad you didn't make me play that much of Asteroids.

Fantastic entry, well done.