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A jam submission

Gather From GaiaView game page

Platformer Rpg, with a little bit of sandbox to it.
Submitted by GatherDev — 2 days, 11 hours before the deadline
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Gather From Gaia's itch.io page

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Comments

Submitted(+1)

I know someone has mentioned it before, but this reminds me of Maplestory. 

Beyond that, I think this has a lot of potential to be good. The sprites are really well made and the UI is surprising clean. Additionally there's a lot of interesting features and mechanics, like the day/night cycle and 2D lighting.

That being said, this game janky and needs some work. Some things I've noted are:

  • Collision detection. You can stand on top of enemies and sometimes enemy attacks will cause the physics to bug out via collision (Like an attack launching you halfway across the screen).
  • Combat needs a lot of work. Others have already mentioned it, but only being able to attack while jumping is not very good. 
  • Not enough detail on what levelling up does. (I never really understood what it does, how it works, etc.)
  • Occasionally environmental details get layered over the UI


Either way, you've got something really interesting here. I wanna see where this goes.

Developer

Thanks a lot, I'm currently directing all my efforts at improving player experience and communicating how the game works (including tutorial-like interactions , without making an actual tutorial). A lot of the problems you guys find I'm aware of, but can't fix. I'm slowly trying solutions and hope to bring a more enjoyable experience next patch. I appreciate the screenshot, the layering process is difficult to keep track sometimes, even having a visual scheme where I write stuff down is not being enough lol.
I really want to fix the collision that launches you far away, but I also want to keep mechanics like standing on enemies. So as my knowledge grows, I think solutions will pop up here and there. Your bug reports are very much appreciated!

(+1)

excited to see where this goes. is this multiplayer? I’d love to see a couple class options

Developer

Unfortunately this is my first experience with gamedev/coding so a multiplayer is probably beyond what I can do, sorry.
New classes, on the other hand, are on the menu. It will take a while, 'cause I will be experimenting with changes people suggested in terms of general gameplay and feeling.
Thank you a lot for taking the time and checking the game, specially for such kind comment.

Submitted(+1)

I did it, I defeated the Totem King! That was a very satisfying victory when the ice cube (and subsequently the top of the totem) were destroyed. I think I managed to do everything on the map, I assume the vinegirl that follows you around that was above the final boss is the princess that you can rescue. I also rescued the walrus, but my greed knew no bounds so I later killed him to turn him into coins for fast food (fast food truly kills as the machine said). Also explored the bouncy place, bouncing was fun.

Gameplay-wise, I had my breakthrough moment when I realized there is also a crouch attack. The idea of mixing up jump attacks and crouch attacks does a nice job of keeping you moving, just think it would be nicer if the crouch attack recharged faster to keep that high speed combat going. Leveling system worked well too, I made the strength build of my dreams, felling enemies all over.

What I really love about your game is the art. I love the designs of everything, the feel of the map and the expressions of the enemies, I thought those were cool. I think you really managed to evoke the type of mood that makes you get immersed in a game with your design. Will be even greater when there's some music or ambience to go along with it. I noticed some whale sounds which came out during night time, which certainly got me worried something giant was about to attack, those were cool too (they were also right before my decisive battle with the Totem King, so they really upped the tension).

I think this is a great foundation to expand on in future demos and the eventual release, very well done!

Developer(+1)

Oh, you actually went through the adventure! Thank you a lot for this detailed reaction and feedback, it's very insightful and feels rewarding.
The fact that my characters were able to communicate with you made my day, specially since your game focus on storytelling. It is a joy building this world and hearing such feedback makes me want to keep improving. I hope we meet again in future DDs. The old totem king is dead, long live the new king!

Submitted(+1)

I played until the screen went dark because it became very difficult to see the game anymore, is that a day/night cycle? I like the idea of a ninja action platformer where you fight with projectiles a la Shinobi/Ghosts n Goblins but I don't understand why enemies need to take so many hits to die. When they run away from me I'm not really being challenged any more by their tanky-ness.

Not sure what the purpose of shuriken only being airborne is if there is no grounded attack on that button since the airborne horizontal movement is the same I'd understand it if I could throw in more directions when airborne but as it is there's no risk/reward to not jump so I might as well be automatically jumping when I press attack. I put 5 points into Agility hoping to get a better jump/movement speed and couldn't tell the difference.

Developer(+1)

Huh, I like that point of view about jumping automatically. Not sure if I will add it, but I will at least test it.
You got good points there, I think I can fix most of them with a tutorial level.
The agility problem is something I'm confused about, it seems to only update on scene reset. I'm new to coding so I have no idea why STR is working and AGI isn't. Tried fixing it many times, but my knowledge limits the amount of things I can try.
Thanks a bunch.

Submitted(+1)

i found it hard to avoid certain attacks with how short the jump is.  

the damage numbers are getting flipped when the enemy sprites are flipped.

cool looking sprites.

Developer

Thanks a lot. I will see what I can do about the jumps.
Numbers will be fixed someday, but I gotta work on the tutorial first. (oof)

Submitted(+1)

I tried it out, killed a couple of enemies, got killed a couple of times myself and had no desire to continue playing, cause a lot of stuff was unclear, sorry. Am I supposed to be able to level up? Cause there's a menu showing up when I press "C". I decided to give it another try, killed 6 or 7 enemies and an animation played that looked like gaining a new level, but I couldn't upgrade anything in the stats menu and got killed by a moving icecube, and I couldn't dodge it cause it seems like the stats menu has a special action bound to the space key, so the character doesn't jump. I also could figure out how to use the vending machines.

I'd say that attacking only in midair is not a very good idea, cause enemies shoot snowballs on different heights, and sometimes you gotta crouch to dodge them, but you have to jump and get hit to attack them. Also, they are pretty tanky for starting enemies, IMHO. Also would appreciate shooting upwards/downwards when in midair and holding an up/down key cause there was no way toattack the monster that lives in a tree.

Game looks pretty, though.

Developer(+1)

Thanks a lot, Kurt. Specially for giving it a second go.
A few of the problems you faced had solutions, but I need to communicate it to you guys in a better way.
You described your experience very well and I will do my best to make it less frustrating next version.
Btw, nice username.

Submitted(+1)

nice seems like you put a lot of character into this


im not sure if you've done this but in platformers they usually make the gravity on jumps change so that they feel better(i cant remember what is called sorry brother) 

Developer

Aww, you noticed. Yeah. It's a passion project.
Gravity change during jump... Do you mean like they lose speed when close to the apex?
I'm new to game dev so I'm not sure I follow, but I will look into it later! Thanks a lot for mentioning something new.

Submitted(+1)

fun game.  responsive and high difficulty for someone who doesn't normally play this type of game.

Developer

You are too kind. Thanks a lot.
Feedback people gave me made me reconsider a tutorial. I guess it would make it easier on you guys.
Thanks for giving it a chance, despite not being your type of game!

Submitted(+1)

I tried your game! Nice work! It's obvious that it is still a work in progress so I don't have much to say other than keep going. I would like to say that having to jump to attack feels a little unfriendly to the player, since the enemies are not that tall either. 

Nice work!

Developer

I really appreciate it, bro.
I will try to follow all popular suggestions and give you guys a better game... some day lol.

Submitted(+1)

game is still very rough and buy that huge spinning blade attack is buggy and sends a bunch of random stuff flying all over the place

im really not a fan of the "jump and spam attack" combat

also there doesnt seem to be any indicator of how much money you have and also no way to check ur xp when not in battle

leveling up itself seemed to be working fine though

Developer

Hey, thanks a bunch.
I agree about all the points, but what type of bug did you find in the special attack? (It is indeed supposed to shoot a lot of shuriken in all directions).

Submitted(+1)

it did shoot a bunch of weird things that would scatter all over the screen but these didnt look like shuriken

Submitted (1 edit) (+1)

I can't read the instructions in the chat window because they're cut off.

Why can I only attack while jumping or laying down?

How do I read signs when using an xbox controller?
The scarf looks weird when I teleport up to my huge ninja star thing.

I'm clearly missing something when it comes to combat because I'm getting my ass kicked and I can't beat the big monsters.

Earlier I figured out how to make the chat go away but now it won't.

Two of the big rock things are spawnraping me now :(


I like your art and it feels like the concept of the game is cool, I just need a lot of help to enjoy it. It's not approachable in its current state, in my experience at least.

Developer (1 edit)

Thanks a lot, changes will be made for players to feel less lost, specially regarding controls.
I'm more worried about hand holding too much than doing the opposite, so your feedback helps me see what parts need explanation.
Curious about your chat being cut off though. Does it seem to be because of the screen resolution? Is it cut off on the sides? Web version?
I will answer your questions, but it's fine if you don't want to give another go. Your feedback had a lot of insight already.
xbox controller D pad up - read sign and interact with the world
Attacking while not standing is an experimental thing. You guys seem to hate it, though lol I want to take some risks.
Scarf is REALLY BROKEN. Idk how to tell Godot to keep the parts together, that is my fault and lack of knowledge.
So, during combat I want players to dodge snowballs and grind killing the enemies. After leveling up, you press select and add points to a stat you want to improve (for now Str is better - more damage) then fight stronger enemies when they see they can handle them and have enough money to buy recovery items. My biggest problem is communicating things. I hope to improve...
Chat goes away with F2 (Esc was the previous key, which is much more obvious. Web version had problems with it though, so it is a bandaid)
Your feedback was very kind despite all the frustration you had. Thanks, bro.

Submitted(+1)
Curious about your chat being cut off though. Does it seem to be because of the screen resolution? Is it cut off on the sides? Web version?

I went back to get a screenshot and now I can't use any controllers or get any input to go into the game. This is weird because my controller worked earlier. It might be on my end, my pc is a bit wonky with detecting my controller. But I can see it in the controllers list and I refreshed the page. It wouldn't even respond to the keyboard. Anyways, it was the web build. I fullscreened it on my 2560p monitor. Maybe I just needed to know how to scroll up the chat window? I could only see like 3 or 4 lines but I saw there were more before that.

Developer

Ahhhh I see it now.  Thanks for taking the time and explaining it further.
You probably had to click with the mouse in the game screen again. Web games tend to lose control when you click away. (Not sure that was the case here).
In order to scroll in chat you use the scroll bar at the right. I can't remember if page up/down works after clicking the chat box text.

(+1)

I don't know if it's intentional but it looks like MapleStory. I've always found it odd that there's not a proper singleplayer clone of that game, because it has lots of potential to work. That is to say, it would be wise to fully commit to such a style of pixel art for the graphics. The control scheme is currently confusing and I couldn't find a way to progress after running out of MP to use the spin attack. Z and X as zooming keys feels very very wrong

Developer

Thanks, Goblet. I feel + and - would make much more sense for the zoom, but I picked z and x so most commands would be nearby on the keyboard keys. I will consider changing it next. I wasn't expecting this, but it seems most people here use keyboard instead of a controller, and I focused on the controller scheme lol.

(+1)

Appreciated the AGDG nod on the vending machine(?). Character design is pretty cool. There’s a lot about this game that I feel like I can’t understand. What are these creatures? What am I? Why do some ice blocks chase me around? What is that bird thing that just kind of throws me wherever it feels like? What do all these potions(?) do? What’s in the hoverbus?

As another has said, the jump feels low. I wish I didn’t have to jump to attack, but if that’s your design goal, then that’s cool.

Keep it up!

Developer

Your feedback is very important to me, thank you.
"What's in the hoverbus", I like that one a lot lol.
I will consider increasing the jump height or adding double jump next. Many people talked about it.
Keep it up, bro!

Submitted(+1)

Gameplay feedback:

  • Jump feels quite low for side scrollers.
  • Not sure how to appropriately fight enemies. They shoot projectiles, you shoot projectiles. You can basically only jump or duck to avoid them. You also have to jump in order to shoot them back, but if you jump you are commited and might not be able to react in time to them shooting. With some work this could be an engaging fight system.
    • Attacks from different directions coming from enemies (lobbed shots).
    • Enemy animation warnings before attacks.
    • Hit-stop / hit-stun on hitting enemies.
    • Lower health on enemies.
  • Definitely prototype further before commiting more resources to art. Consider lowing the scope to a Smash Bros stage and making that fun to engage with before commiting to a larger level.

Art feedback:

  • Your individual sprites look decent (be careful of pillow shading).
  • The default resolution of the game does not suit the art (too zoomed out / small detail is lost).
  • Your pixels are all different sizes.
  • You've got a mix of detail levels that make it feel like some very granularly detailed assets sitting in an open blurry world.
  • How to fix?
    • Double-down and make detailed background assets (not recommended, yet)
    • Change art style to less individually detailed sprites.
    • Lower the scope to only one level (because I think you'll kill yourself trying to make a whole game at that art level).
15 Great Games: Rayman (1995) | A Few Steps
Developer(+1)

Thank a lot, I like the way you expose your thoughts (some seem beyond my capacity tbh).
I have decided to keep the game as just a few big levels because I noticed I want the game to be more about exploring and relating with the world than rushing through many levels. I don't think I can reach your expectations, but I'll take these in consideration!

Submitted(+1)

Lots of interesting pieces that can hopefully be put together in a cool game. Awesome art and great details on everything both graphics & interaction-wise.

I think I figured out all the controls, but having them on the game page at this point would be helpful. I couldn't find a way to restore MP at the home base, so I just tested out moves and then got myself killed. Not sure if there was.

The main attack requires jumping, so that really made me pine for a double-jump & a way to angle the shurikens downward. I didn't find all the items that other guy did, so maybe that's already an upgrade? It's an idea, regardless.

Developer(+1)

Hey, thank you very much. I know it is probably frustrating, but seeing what you guys figure out and what is more difficult to find alone is very helpful. (Soda restores MP).
I have been thinking about double jump a lot lately. Your feedback will be considered lol. (You can throw kunais if you crouch).
I commented on your game, but I think itch was rly mad at me and sent my comment to oblivion instead of sending it to a moderator... sigh

Submitted

The graphics are good, gameplay wise I have no idea how to attack with a melee weapon, only one ranged weapon that after being used once is gone and you can't pick it back up and the boomerang cannot be aimed. It needs a lot more work on the gameplay

Developer(+1)

Thank you, Evilous. Looks like every time I'm about to comment on someone's game your comment is already there lol.
Would you mind giving it a second go? There is actually a normal ranged attack, but you can use it only in the air (yeah I know, tutorial, explanations, but it's my first game and I didn't want to hold people's hands to see what was obvious and what wasn't).
On keyboard it should be something like Q or W.  (no melee weapon btw). I recommend a controller, because the gameplay intention is to keep the player jumping constantly (yeah, I know. unusual).

Submitted(+1)

I think it's really weird and not too fun to play. So the Q button has the Shrunkin, which I mentioned before, but it only attacks when jumping. And the weird boomerang is still extremely hard to use but it has a weird teleport? It's really weird and I wish that was at least controlled in the air or something. And then the bird shows up without any way to fight it and I just die.

Developer(+1)

Hahaha I appreciate your feedback and I will look into it. The boomerang may become controllable in the future, but for now it is meant as a vertical attack against flying enemies that I didn't have time to implement. The sad part is that you had no fun though. I guess it is a price I have to pay for making something neither intuitive nor relatable. Thank you very much for giving it a second go, it means a lot to me.

Submitted(+1)

Nice aesthetic. I really like it. Pressing Z to zoom in and see closer with X to zoom out is a good feature. I don't know if you'll keep that out of the debugging phase. The vending machine details resonate with me too.  The strange almost rune like letters that feels otherworldly while also feeling familiar since I know how it functions. Or do I? Maybe I don't know and it's a magic vending machine. The food vending machine has those kinds of markings that look like there's more meaning to them that I have yet to know. The ones under the question mark and the top right.  Then there's the cute rumbling when you interact with them using E. I wonder if they're run down machines or if that's a shading style you've got going on for the sides. In any case, I'm fond of it. 

The lamp is an enigma. I believe it's either a hint towards housing, puzzles or it's just cool to have a functionality to interact with things. I do know that it gets dark as time goes on and the building to the left stays lit and that the lamp is good for seeing in that darkness too. There's also the mushrooms to the top left that glow. I look forward to seeing what comes out of that. The jump with Slt is pretty fun and so is the one with W that lets you teleport to however high it goes. 

At first, I wasn't sure how to recover energy and I thought I could only use W to attack. I figured it might have to do with using items from the vending machine and it does. Pressing V looks let me see the inventory or equipment and I know that's not fully implemented yet. Then there's that you could only buy two of the items. It looks like the top right drink on the drink machine gives me the "5 Copper coin required" message and the pizza on the food machine gives me the same message when I try to buy using Space so those may be the only two. I do like how they pop out of the machine when you buy them. Since I didn't know how to recover and it was kind of a pain to not have my attack ability available at all times. I used the Home button to level up and refresh my bars. This let me jump with Alt and attack with W as much as I wanted. I also got stats points which is useful. I'm not really sure what the other points do aside from STR which makes damage go up at a moderate pace. I know DEF can't be added to. I tried out VIT, AGI, LCK and INT and I'm sure they do something. It just might be hard for me to see. Back to the recovery point, I eventually realized that when you press Page Down, your character is sleeping which is the recovering state. I thought it was a prone state like when you press down until I realized the eyes of the character close and there's a different animation. It's obviously much more clear if you're not in the snow to see it happening which is how I noticed.  After 1 or 2 seconds, you heal back the red bar and blue bar.  Funny thing is after I found out about Page Down, I figured out how to eat and drink using A and S, so that was useful. 

Before all of that recovering stuff, I just used Home to recover or death since that recovers you too without losing stats as restarting the game would. R in particular was good to have because I would have to add my stats back if I wanted to see the content again. I'm not sure about the exact order or if there even is an order for completing the content. I saw all of it if not most of it. Spoilers ahead if anyone else is reading this. The Fire Elemental, the Walrus, the Ice Stones, the Bird Thing, the Giant Stone, the Giant Totem, the Vine Girl,  the Giant Vine Girl, the Log with Vines coming out of its face and with arms and the Totem King. Then there's the items like the Egg, the Bone, the Circular Vine, the Leaf, the Ice Flower, the Stone, the Coal(?), the Pizza,  the Soda(?), the Ice Block(?), the Log, and the Key. The damaged animations for a lot of those enemies were very nice too like the damaged stones. There's also the Gatcha Machine where you can get a Black Fish, Gold Fish, and a Shrimp. I'm honestly not sure where you get silver coins or how I had so much that I could buy all those pets and they just slayed everything. As far as I'm aware, only the Fire Elemental gives you a silver coin. The Vine Girl, who I assume is the Princess, follows you after you talk to her and I don't know if she does anything either aside from being able to jump with you. There is the gold coin from the Totem King. It is possible that a gold coin is worth a hundred silver coins or something like that. In hindsight, those coins might be related.

After finishing all of that content, I stumbled upon the other abilities. The shuriken toss when you jump and use Q. It's a kunai when you go prone and use Q. That can also be used with Alt as that launches you into a jump state. Going prone in the air is still a shuriken on the other hand. Then there's the ultimate D which jets out all kinds of weapons in a circle and uses up your white bar. You have to jump for that one which is why I didn't know it was a thing until the end. Interesting thing about that D ability is that it has the same electrical charge you get when you use Home to level. Not sure if those are related in some way because the electrical charge after your character doesn't seem to go away after a period of time. 

I assume Home just gives you experience as in the beginning, you level up quickly and later it slows down by incrementally increasing the yellow bar. I like the level up effect. I had to see it a lot after all. Same with the wasp you have floating over your character the entire time. Never did figure out what it does as from look really pretty. I also noticed that Home heals you and gives you experience so I suppose I'm not sure if leveling heals you either.

I played with keyboard and on the browser so if there's some unintended things, then maybe that'll help you understand better about what happened with my experience. For example, pressing enter lets me see the message and type messages. Only issue is I can't exit the chat with enter or esc, so I have to refresh the page to play again. I'm actually not sure what esc does aside from freezing the game and exiting full screen. Overall, very fun experience. Best parts being thrown around the map and quick traveling with the bird. Then there's the awesome looking Totem King. I will visit the forest forever stuck between Winter and Spring again.

Developer

Wow. You are incredible. Such writing... I can only thank you. It's like you were there with me, during those two months of constant development. A journey that was so lonely and foggy payed off through your words.
If you ever feel like revisiting the frozen forest, press the Numpad + and a tiny bit more will be revealed. Some entities may even notice your mortal presence. Maybe if you grant them a humble and honest "hi". I wonder what else you could tell them... (not much more, it's an alpha build).
I didn't even know if the Web build was working because my computer can't even handle the game it built (lol). I avoided making a tutorial because I wanted people to explore. Thank you for your time and generosity.