⛰️ 'RELICTUM' (~9/7)
[Notice] RELICTUM INDIE BOOST LAB Feedback & Event Guide (08/25 ~ 09/07) [131]
RELICTUM INDIE BOOST LAB Feedback & Event Guide (08/25 ~ 09/07) Hello! RELICTUM is participating in INDIE BOOST LAB! RELICTUM is a 2D pixel-art Metroidvania currently being developed as a solo indie project. Through INDIE BOOST LAB, I'd love to hear your thoughts on various aspects of the game, including combat, boss battles, exploration, controls, difficulty, level design, UI, story, and atmosphere. Your feedback will be carefully considered and used to improve RELICTUM throughout its development. Thank you for your interest and participation! Event Period August 25, 2026 – September 7, 2026 1. Player Feedback Help us make RELICTUM an even better and more enjoyable game by sharing your feedback! To get a good sense of both the strengths and areas for improvement, we recommend completing the demo before submitting your feedback, if possible. [How to Participate] ① Leave a comment on this post to let us know you're participating! Example: I'm participating.ating! ② Play the RELICTUM dem
[RELICTUMBossDefeated] Participating in the event
Proof of boss clear rewardGatekeeper Guardian GolemThe first boss I encountered after entering the cave from the forest!I played with tension due to the boss's cool entrance effect, but...I cleared it on the first try even though I got hit by most of the attacks.I personally found it inconvenient that the boss's HP is not visible. There is no way to know how much more I need to attack, and that caused fatigue fatigue in all boss battles..However, clearing it without seeing the boss's HP could be seen as a kind of fun or another source of dopamine, but in my case, I think it would be better if I could know the boss's HP.I think the difficulty of the first boss is reasonable.Rolling Steel ScaleThe second boss you meet while getting used to the controls!I tried 15 times here;;The hardest part during the boss trial was that the Resurrection Sanctuary was further away than I thought, so the distance to get back to the boss after dying was tiring, and most of the time I got hit by the boss due to control mistakes because I wasn't used to the controls It would be good if there were improvements such as having the Resurrection Sanctuary near the boss or respawning in front of the boss room if you die to the boss.The difficulty of the second boss felt like a newbie killer. Still, after trying several times and getting used to the controls, I felt it was doable.Exiled CultistThe final boss of the current demo version!I played with tension as it was the final boss, but somehow I cleared it on the first try;;;Maybe because I cleared it narrowly with 1 HP, I felt more thrill and a sense of achievement than when I cleared Steel Scale, so it was good.I think the difficulty of the third boss is at an appropriate level where you can clear it by struggling if you are used to the game.Things I found disappointing while playing were the control feel and the issue of not being able to see the dash cooldown.The wall-climbing controls and the fact that in certain situations if you jump forward, you do a standing jump, the controls didn't feel good.Since I don't know the dash cooldown after using it, there were situations where I would fall or get hit by the boss because I was caught in the cooldown while moving in a hurry.I think it would be great if these parts were improved.I had fun playing it.Background improvementEmpty space on the leftThe issue where the background looks transparentBlack rectangle?There is a part that looks gray at the edge of the map. It's a shame that it keeps showing up like that in the distant background.Please improve the flaws in the background like the screenshot above.I was admiring the background and map atmosphere that fit the worldview, so it was very disappointing to see parts like that.
[RELICTUMBossDefeated] Review after clearing 3 bosses
1. Lack of map value. Personally, I don't think meaningless maps should be repeated just because it's a platformer or Metroidvania.Map movement should have minimal value (a sense of achievement) or map structures that can be utilized later, but the current map structure seems to have been expanded just to increase playtime.There was an attempt to satisfy this through the 'Essence' system, but the system requires an ever-increasing amount, and the lackluster acquisition animation didn't make exploring the map feel very appealing.1.1. Excessive hidden rooms.I think this could be a strength if point 1 is resolved. However, it would be better if you could complete the map through various interactions like keys, rather than relying on hidden rooms that only appear when you get close.2. Attack speed (rhythm) is a bit stiff.It would be nice if continuous attacks were possible naturally with a short input buffer time (especially for jump down-attacks).Currently, if you don't attack with the exact rhythm, you get the feeling that the attack is delayed (if this is intentional, then it's not an issue).3. Lack of combat feedback.I felt this most strongly with the first boss, the Golem; there is a lack of feedback on whether damage is actually being dealt when attacking the boss.I even wondered, 'Is there a specific gimmick needed because it's a Golem?'I think it would be better to supplement this with combat feedback, such as the boss flashing red when attacked, or by adding a health bar system.Also, the stagger threshold for minor enemies seems set too low.When attacked, minor enemies take a slight stagger and then start moving again, and combined with point 2, if you miss the rhythm even slightly, you end up taking damage.If minor enemies with patterns are added later, this will likely act as a significant source of frustration. If there is a pattern related to stagger, that's not a problem, but having to hit basic enemies while moving to avoid body-collision damage is tiring.4. Boss battles that require memorization.Most of the boss patterns seem to be executed based on the current state, but there are often no tells for the patterns, so you end up having to memorize the boss fight. While it's true that combat in this genre involves memorization,the problem is that instead of seeing a tell for 'A' and thinking to dodge pattern A, you end up fighting in a way where you have to be ready for all patterns ABC from the start. Ultimately, every boss fight proceeds in a single pattern.On top of this, the dash has no invincibility frames, and there is body-collision damage.I'm not sure if you were worried about it becoming too easy,but in a word, I feel like there's no room to respond with physical skill other than just not making mistakes.5. Need a UI for dash charge status.6. Disappointment with assets.This is understandable as it's a demo. However, I hope non-distinctive assets will be improved.Questions1. I don't understand why recovery points and travel points are separated.2. I hope the key bindings, which are not the standard ones people are used to, can be customized to suit the player.BugsA problem occurs where you get stuck if you open the UI while moving through the map.It might seem like I've only written down the bad points, but overall, I felt it was a pretty good game in terms of completeness.However, I'm not sure if you prioritized code completeness, but the fun of the design felt lacking compared to the overall polish.I believe a game with absolutely no inconveniences can actually become a boring game, so rather than addressing every piece of feedback, I think it will become a great game if you prioritize the fun according to your own vision as a developer. I enjoyed playing it.
[RELICTUMBossDefeated] Completed all 3 bosses and here are my thoughts!
While fighting the three of them, I felt that the pixel art and sound didn't feel disconnected but rather complemented each other, soI think you structured it well. Keep that for the full release, but it would be even better if the color palette changed slightly for each stage.The first issue I encountered was getting stuck starting from the 2nd stage boss. It's not that it's not fun because it's hard,I enjoyed the challenge, but the wall-climbing and dash hitboxes felt ambiguous, so there were constant moments where I was confused about whether I died because of my skill or the hitboxes. Since this kept repeating, it eventually started to feel annoying rather than challenging. I would appreciate it if you could look into the hitboxes again. There was no controller support either, so my hands hurt a bit.There were times during boss fights when I wasn't sure if an attack was canceled or not. If you add more distinct hit effects or sounds, it would feel much more satisfying than it does now.The most stressful part was that some things reset after dying, forcing me to go back.For difficult sections, quick retries are better, but having to go back and getting hit by monsters along the way... Even just placing one checkpoint right before the boss would make a huge difference in the experience.I was looking forward to what the relic system was, but I couldn't really feel its impact in the demo.Perhaps because it's the early stage of exploration, the normal monster patterns and map gimmicks felt a bit simple and repetitive.If you show the unique identity of this game a bit earlier, it would be much more exciting to wait for the full version.Still, it's definitely a game that's fun to watch, so if the controls are polished further, it would be really great.
[RELICTUMBossDefeated] Conquering 3 bosses and my thoughts [1]
It took me a while to get used to the controls when I first started the gameSince I play other games too...Personally, I wish z was the attack skill, jump was x and dash was the spacebarUnfortunately, key rebinding wasn't availableThe map view also seems to need more improvementAnd I wish I could retry bosses immediately, without the hassle of having to go back after dyingI haven't figured everything out about the game yet, but I guess it's okay to ignore the field mobsIt would be nice if there was some benefit to defeating themThe game was fun; I only intended to play for about 30 minutes, but I ended up playing for an hour and 20 minutes
[RELICTUMBossDefeated] 3 Bosses [1]
I couldn't take a picture of the clear message for the Stage 1 boss, so I'm uploading a picture from the bestiary instead.I'm participating in the verification after clearing all 3 bosses that appear in this demo version. The overall quality is high, so I was really immersed and had a fun time playing.The most impressive part was the deep, dark abyss worldview that reminded me of Hollow Knight, which I usually like.The dreamy pixel art atmosphere is very charming. In particular, the in-game BGM and background fit the worldview so perfectly that the immersion was incredible throughout the exploration.It's a bit of a shame that I couldn't experience the various performances of the artifacts deeply in this demo, but since they are the core of the worldview, I'm already looking forward to what kind of artifacts will be released in the official version.Hoping for a more complete game upon official release, I've organized and left some areas for improvement that I felt while playing.1. Controls and combat feedbackThe dash function has a cooldown, but since there is no visual indicator, it feels like the controls are being ignored when I spam the dash button. It would be good if it were supplemented with something like a UI. When performing a normal attack, the character is completely fixed in place, making it difficult to flexibly dodge enemy patterns during boss fights, which creates an unpleasant feeling of being hit unfairly. It would be better if slight movement were possible during attacks or if pre- and post-delay cancel evasion were more flexible.2. Map design and exploration inconvenienceCurrently, the map is displayed simply in a stage format, making map reading very difficult. It's hard to intuitively check where I've been, which makes the process of searching for essence, a core growth element, very tiring and inconvenient. There are too many corners blocked off unnecessarily throughout the map. I understand the intention to express various gimmicks or movement paths, but from the player's perspective, the flow of exploration is constantly interrupted, which feels frustrating and unpleasant.3. Content and graphic UI diversityThe in-game UI feels unfinished. It would be good if it were refined into a sophisticated UI that matches the game's unique dark pixel art and the concept of the abyss. The normal monsters are placed by just changing the colors of slimes, which is visually somewhat monotonous. I hope that original creature designs that fit the regional concept will be reinforced. The potential system, which is a core character growth element, is currently too simple, focusing only on HP and MP stat increases. It would be good to add depth so that the game's unique personality can be felt, such as unique traits or action changes linked to the artifact system, beyond simple stat increases.4. Lack of in-game storytellingYou have to read the introduction on the store page to understand the story context, and it's difficult to actually feel the narrative within the game. I look forward to strengthening the early tutorials or map interaction effects so that players can naturally immerse themselves in the grand worldview and story while exploring.I will cheer for the official release so that a wonderful Metroidvania game can be born.
[BugReport] I am reporting a bug [1]
1. Attack speed bugThis is a bug where the attack speed becomes faster than the normal attack speedIf you press the up arrow key after jumping and spam the attack button, basic attacks go out about twice as fastI don't know if it's intended, but it's a bug where the stage 1 boss melts in an instant 2. Freeze bugThere is a bug where the character freezes if you look at the map or inventory while interacting with the gate at the end of the demoNothing works in that state, but it returns to normal if you reconnect
[Notice] RELICTUM New Update (Ver. 0.1.2)
Based on your feedback, we've introduced new systems and made several improvements to the game. Check out the latest update below! RELICTUM Update (Ver. 0.1.2) - Example of the Resonance Blade 1) New System: "Path of Resonance" A new fast travel system, the Path of Resonance, has been added. After interacting with a Resonance Blade, you can instantly travel to the locations of other Resonance Blades you have discovered. You can press T on the keyboard to open the new UI. The first Resonance Blade you'll encounter can be found at Blue Crystal Falls in the Luminous Cavern. Check it out in-game for more details! 2) Hidden Rooms Added Hidden Rooms have been added throughout the game. They normally appear to be ordinary walls, but as you approach them, the walls will disappear and reveal small hidden areas behind them. For now, only the basic system has been implemented, and these rooms currently contain randomly placed NPCs, Essence Trees, and Resonance Blades. More Hidden Rooms will be ad
[RELICTUMBossDefeated] I defeated 3 bosses. [1]
I've already written all my feedback in the survey, so please excuse me if this feels repetitive.First of all, I felt that map exploration lacked meaning, which was disappointing.In a Metroidvania, how organically the map is connected is usually key.How can I get to this place that is currently blocked?What can I get if I pass that obstacle?Are there any hidden places on the map?The joy of exploring the map in this way is important.Except for acquiring essence, there was nothing on the map, so I didn't feel like exploring at all.Even when I pressed M to look at the map, it was only displayed as squares like in Ender Lilies,so it was hard to find where to go. The boss fights were decent, but they didn't really resonate with me.For one thing, I didn't feel like I was actually hitting the boss at all.With the first boss, the Golem, I only realized I had been hitting it after it died.I think it's necessary to provide clear feedback that I am hitting the boss and reducing its health.It seemed like each boss had phase changes,but the second boss just got slightly faster, and the third boss just created a wave when slamming down?I thought it was a bit disappointing because the changes were so subtle.Even for early bosses, I think it would be more fun if there were clear changes,such as adding special patterns when the phase changes.Also, I didn't really like the controls. I felt like I jumped while sticking to a wall, but I would slide off,or I would get hit because the post-attack delay felt strangely long.In the case of the second boss, during its rolling attack pattern,I thought it would be fun to bounce on it from above like in Hollow Knight, but that wasn't possible, which was a shame.Overall, I didn't really feel like I had full control over my character.However, this might just be due to my lack of skill or personal preference.The pixel art and backgrounds are pretty, and I was even impressed when I first entered the glowing cave.But when going through the same area, the map felt repetitive and boring.The character and NPC designs are decent, but on the other hand, they lacked charm.I don't think I'd feel any desire to own a keychain or t-shirt with the protagonist on it.When I wrote in the survey, I pointed out that it lacked character,but on second thought, there's a certain appeal to familiar tropes, so if the boss fights and map exploration are fleshed out well,I think it could definitely appeal to fans of the Metroidvania and platformer genres.It still feels a bit empty, but I'm looking forward to the official release when it's filled with more content.
[RELICTUMBossDefeated] 3 types of bosses [1]
I missed the event, so I don't have the scene right after clearing the boss haha; I replaced it with a photo from the journey.I really enjoyed playing it because I love both pixel art and platformers. Since I liked the game so much, there were actually a few things I found a bit disappointing.1. I assume you plan to add portals in the official release. It would have been nice if they were in the demo too ㅠㅠ The map isn't exactly small, so it was really inconvenient to get around. Additionally, it would be great if the terrain could be briefly displayed on the map (even if it's added as an artifact). After encountering the second boss, I tried to explore the map a bit more before meeting it again, but I got a little lost because there were two paths leading to the right.2. The second boss signals the start of its desperation pattern, but the third boss didn't. I'm not sure if that was intentional, but it would be better if it were consistent for all of them.3. It feels a bit awkward without gravity acceleration, but that seems to be a matter of preference.Also, there is a bug where if you press the map (M) key while map movement or dialogue is ending, you become unable to move, and it only resolves if you press the inventory (I) key.I'm really looking forward to the official release. Thank you.
[BugReport] Bug where controls don't work [1]
I was trying to check the map with M and move as instructed, but a bug occurred where the arrow keys, jump, attack, and dash stopped working...Fortunately, ESC still worked, so I went back to the main menu and re-entered, and it started working again.
[RELICTUMBossDefeated] Cleared 3 types of bosses [1]
Ah, everyone is the same as meI also cleared them in the order of 1-3-2The combat itself was manageableI think it's because there are more opportunities to use vertical attacks than I thought.However, the biggest drawback of this game is that there are too many inconveniences outside of combat.The inconvenience of having to take a very long way back if you miss a boss on the path you came fromIt would be nice to add one or two waypointsIt's a relief that it seems to be implemented in the developer's YouTube video.And the thorn fields where you have to retry once you get pokedIf that's the case, what's the point of having health? It's too harsh.Oh, and the minimap is too rough.There isn't even a minimap that shows where I am right now.This really must be improved.Please make sure to mark where the boss room is on the minimap.Isn't it tormenting the participants too much?It was so difficult that I want to ask if there is any intention to apologize.Still, I feel proud after clearing it.
[Notice] RELICTUM Update Announcement (v0.1.1)
We’re working to implement your valuable feedback as quickly as possible. Here are the changes included in this update. RELICTUM Update (Ver. 0.1.1) Fixed an issue where horizontal lines could appear between tilemap boundaries while the camera was moving. Adjusted the camera tracking speed so that it follows the player’s movement more quickly. Slightly adjusted the camera’s field of view to improve screen visibility and the presentation of the pixel art. As a result, the screen may appear slightly more zoomed in compared to the previous version. Fixed an issue where the player could not jump while holding the ↓ key on normal ground where dropping through platforms is not possible. Significantly reduced the size of unnecessarily large areas to improve the overall scale and pacing of the map. Added more “Essence Trees” to certain areas, providing more opportunities to obtain Essence while exploring. Adjusted the hitbox of the first boss, “Guardian Golem,” during its downward slam attack.
[RELICTUMBossDefeated] Review of the 3 bosses and the demo clear [1]
I don't play Metroidvania games often, so I was surprised by the vast map. The overall controls are decent, but the jumping sections were not as smooth as I expected. Especially in the obstacle sections, I had to try at least two or three times to get through, and the maps I reached with difficulty were a bit disappointing because they were either NPCs that only displayed simple dialogue or locations that weren't unlocked yet since it's a demo version. In the case of the first boss, the Golem, it was easy enough for a beginner like me to clear on the first try, as I only had to pay attention to the left/right hand patterns and the falling debris, fitting for an early boss. I thought the second boss, the Lizard, had its rolling and jumping patterns well-designed to fit the lizard concept, but it was overwhelming when I was the target of the attacks. Since the patterns are random, it was hard to react immediately when I saw a pattern I had just seen again. Furthermore, I felt the hit detection was unfair when I would bounce up if hit by a head stomp, or when it would collide with me just by moving rather than using a pattern. At first, I tried hard to see if there was extra damage or a gimmick if I attacked upward when it was bouncing around, but the best strategy was to keep a slight distance, wait at the expected location for the jump and rolling jump patterns, slash, and then dash away. The third boss, the Berserker, was easier than the second boss. The time spent searching for where the boss was located was several times longer. The two-hit slash or sword beam throw were easy to avoid, and there were no patterns that I found troublesome. However, the backstep after a specific pattern felt like an attack even though it clearly wasn't, and that's what I got hit by the most. The boss concepts are fun and there is a sense of accomplishment in clearing them, but personally, I found it a shame that there was too much unnecessary time spent locating the bosses to face them and traveling back to the boss after failing, rather than the time spent fighting and figuring out patterns.In particular, while progressing downwards, I met the demo version guide without having encountered the bosses, and after seeing the message "There were 3 boss fights prepared. If you missed any, try looking for them!", I went back and forth using wall jumps to look around, wondering where I had missed them. I did this not for the fun of exploration, but because I felt it would be difficult to consider the demo version 'cleared' otherwise. At first, I intended to capture the boss locations and post them to share the information. However, I decided not to because I thought it might spoil the fun of exploration for other players. Personally, I felt that bosses in this genre exist for the fun of facing them and repeatedly trying until you clear them. It would have been better if I could have focused more on the boss fights themselves rather than the time spent traversing the map multiple times to find the bosses.
[RELICTUMBossDefeated] Cleared 3 types of bosses [1]
I skipped the Luminescent Cave boss and had a hard time searching while climbing in the Shadow Cave. I cleared them in the order of 1 - 3 - 2.The first boss, the Golem, was a boss you had to encounter to move to the next map, so I naturally assumed the next bosses would be placed that way too. However, starting from the Luminescent Cave, it was a map where you had to find the boss, and while the 3rd one had skull sticks planted around it, the 2nd one didn't have any specific markings... The map was wide, navigation was difficult... I think wandering around the map was more exhausting than actually fighting the bosses.It's easy to miss the boss and move on, but at the end of the Shadow Cave, you absolutely have to defeat all 3 to move to the next stage. I thought it needed some quality-of-life improvements to reduce the fatigue caused by repetitive navigation, such as preventing progress to the next map unless the boss is cleared, adding a system to make moving between maps more convenient, providing hints about boss locations, or offering a more detailed map. For example, like the Stag Stations in Hollow Knight! Ultimately, I think a system that makes moving between maps convenient is essential for farming glowing wood.Moving on to the bosses, the first boss lacked tension because it could be cheesed too easily by attacking from underneath.The difficulty feels like it increases from the second boss... but for the second boss, it wasn't actually the patterns that were difficult, but the system that felt unpleasant. Should I say the hitboxes of the boss and the player overlap? While hitting the bug boss, if I get hit once, the character enters an invincibility state, and during that time, I end up riding on top of the boss's hitbox or getting dragged around, making the character uncontrollable. Since the character moves due to the boss rather than the controls I'm inputting, it felt very uncomfortable and annoying. Sometimes I'd end up on top of the boss and jump strangely high, or get stuck between the boss and a wall and couldn't get out even by pressing the jump key. Because of these issues, it felt like the difficulty spiked more due to poor character control than the boss patterns themselves.I expected the downward attack motion to feel like Hollow Knight, but the recoil that pushes you upward was weaker than I thought, making it difficult to keep hitting the boss with downward attacks. That was a bit disappointing.The 3rd boss seems quite well-designed. The path to the boss room wasn't too difficult, and the more you master the patterns, the more it feels like you're trading damage effectively. However, for the pattern where the boss slams the floor in front with butterfly magic, I naturally thought the butterflies that spread out during the spell casting shouldn't be touched either, but they didn't have a hit detection. I got the impression that there was a discrepancy between the visual effects and the hit detection. Also, unlike the 2nd boss, there was no separate indicator when transitioning to the berserk/2nd phase, so I remember being flustered when the enhanced attacks started. The attack preparation motions are all the same, so it's a bit disappointing that you have to rely on intuition to guess when the speed increases or additional floor attacks occur in the 2nd phase.
[BugReport] I went all the way to the blocked area, but the boss wasn't there. [1]
I defeated the first boss,and even got the skill,but I think I've reached the end of the map I can go to, and it's telling me to come back after defeating a powerful entity.There was no boss on the path; did you remove the boss during an update?
[RELICTUMBossDefeated] Conquered all 3 bosses in the demo version [1]
I felt that it was faithful to the fundamentals of a classic 2D Metroidvania and had a solid foundation. However, the benefits of collecting essence or exploring the field felt a bit lacking, which tended to make me focus naturally only on finding the bosses.I thought the bosses had a reasonable difficulty level as long as you didn't get too greedy with damage. However, I feel the hit feedback for the bosses is a bit weak. In the case of the Guardian Golem, if you attack from close range, you barely have to pay attention to its patterns, which makes the difficulty feel like it drops significantly. Also, when retrying the Zealot boss, the distance between the checkpoint and the boss was quite far, making the movement feel somewhat cumbersome when retrying. I think this part is just tedious rather than being a hardcore concept, so it might need to be eased.
[RELICTUMBossDefeated] Conquered 3 types of bosses [1]
Finding the way is a chore. If you're forced to do jump training and end up stepping on spikes and having to go back, it really kills the fun of the game.There are very few exploration elements, and I wonder if this is basically just a game about finding the path and doing boss runs.It feels very dull. Maybe it's because it's still a demo I hope they remove all the unpleasant elements found in other Metroidvania games.I've taken screenshots of the full map and boss list to help others.The bosses are conveniently called 1, 2, and 3,1. You can deal damage from the boss's elbow; just don't stay directly below or too far to the side, as there is a blind spot.2. Just hit it once or twice and watch its patterns; if you get cornered, you'll get hit by multi-hit attacks and die instantly.3. The most annoying one; it takes a little damage and keeps running away, so you have to watch carefully and beat it up. Just hit it once, avoid its attacks, and when it turns into dust and tries to run away, it's easy to beat it by using a jump-downward strike.
[Notice] RELICTUM Update (Ver. 0.1.0)
I've been working to roll out updates as quickly as possible based on all the valuable feedback you've shared. Here are the changes included in this update. RELICTUM Update (Ver. 0.1.0) The opening narration can now also be advanced using the N key. Increased the detection range for wall jumps. Adjusted the aggro behavior of field enemies. Enemies will no longer wait at the edge of cliffs. Removed or repositioned several field enemies that were placed in frustrating locations. Improved hit effects to make successful attacks easier to recognize. This applies to both field enemies and bosses. Slightly increased the knockback applied to field enemies when hit. Shortened some of the routes players need to travel when retrying boss fights. Significantly reduced the size of several areas that were considered unnecessarily large. Added keyboard navigation for major Main Menu functions, including game file selection and settings. (Arrow Keys / Enter) Added new visual and sound effects when usi
