Due to a mistake shortly before the deadline, this version has bad lighting.
Consider playing the Post-jam version where the lighting works correctly


Ironhaven is a sidescrolling metroidvania shooter, set within a crumbling dystopian world.

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You take on the role of a Personal Investigator, sent by a governing body called the Agency.

Your mission: wipe out the hostile creatures inhabiting the remnants of an abandoned city known simply as the Foundation.

The player must make their way through the ruins and reach the top, escaping the Foundation to the city of Ironhaven.

Controls
Keyboard
WASDMove Player
Mouse/ClickAim/Shoot
SpaceJump
ShiftDash
QHeal
Controller
Left stickMove Player
Right stickAim/Shoot
A (bottom button)Jump
B (right button)Dash
Y (top button)Heal

LISTEN TO THE IRONHAVEN  ORIGINAL SOUNDTRACK: 

https://youtube.com/playlist?list=PLsbeFW4zfhpLzXVqxTVmUgQ-jlsdzCNnZ&si=Cpk0_S6Z...


Credits:

Music / SFX:

Ezekiel Moldovan - Galaxy Keys Music

Writing / Character Art / Intro:

Harrison McKee - Frappuccino / ElessarChan

Code / Game Design:

Tycho Henzen - Sirius)(Black

Level Design / Environment Art:

Bernát Olivér - JustATsukasaFan

Combot / Game Design:

Heinrich Cockrell - Pen²


Game Design Document:

https://docs.google.com/document/d/1rM3I9Q3BjtW85G2FrRd57SofX3IuHlJpKSbDKUX7TB8

Comments

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(+2)

Great Spritework/Animations even the lighting looks pretty! movement is cool too, the wall jump was a nice touch. The Spell system was a little confusing at first but i got the hang of it!

(+1)

Thanks for the comment! The spell system is something we plan to update and overhaul after we change engines

(+2)

Ironhaven Walkthrough

https://youtu.be/NSfWABaph_k

(+2)

For reference I played the post-jam version just cos of the lighting fix.

I really enjoyed the vibes of the world you've created here and I wish I could have seen more of it.

I have to be honest though the movement of the character felt really sluggish. Walking was waay too slow and the dash helped but it still felt really slow overall.

I don't really understand why the spells cycled as I cast them. It would have been much better to be able to pick them with a hotkey to cast them so I didn't have to keep spamming spells to make the longer jumps.

The art and style was really awesome but it was funny to see the big mummy turn into a graphical blockout and the final dude being the same. Obviously that just happens with gamejam but it felt weirdly kinda meta... like the world itself was falling apart.

Anyways it was fun! I would love to see some better movement and ability to choose my spells at will and dive back into this if it ever gets more content or updated.

(+1)(-1)

Thanks for the feedback! Currently, platforming is way too punishing and there's an over reliance on the "speed" spell - both of which should be fixed in our next iteration 

Really glad you enjoyed the world, we're updating the spell system and movement after we've moved engines

(+2)

I finished at 8:11!
The aesthetics of the game are nice and I like the sound effects. I also enjoy the revolver-style attacks where every time you use an attack it cycles to the next one, very cool! The collisions and hitboxes felt a little too precise though, it often felt frustrating trying to kill a rat that was knocking me around because I couldn't hit the thing. Jumping between platformers in some areas felt so precise that it would feel unfair, some coyote time and bigger collision boxes would be appreciated. Also, the character's movement feels a bit moon-walk, he feels heavy to control. Overall it was a fun experience and I appreciate the story setup!

(+1)

Thanks for the nice comment, I'm glad you enjoyed the game! Coyote time was something we really wanted to implement, but we didn't have enough time to do so.

(1 edit) (+1)

Coyote time and input buffering are also the first things we added to the post-jam version, which you can find in the description ;)

Post your finishing time below!

(+1)

My finishing time was 1:44

(1 edit) (+1)

1:22 for me ;)

And that's on the jam version, which doesn't have all of the fixes improving movement that the post-jam version has

(+1)

Mine is 1:48, those damn rats!