Good art direction, very well polished and designed, I really liked it, good sounds and effects too, it's fun
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Simi and the Golden Banana's itch.io pageGame's Take on the Theme
Spinning Bosses and an Izuna Drop execution.
Did your team make the majority of the art and music during the jam?
The majority of the art and music is made by our team.
If not, please link to any asset packs or resources used here.
The majority of the SFX used is from David Dumais Audio (https://assetstore.unity.com/packages/audio/sound-fx/weapons/melee-weapons-sound-effects-pack-1-231154) and Ovani Sound (https://ovanisound.com/). Yes, we own the license to all of the SFX packs used.
Comments
I don't know if I'm very stupid but when I press A or D the monkey only does the walking animation but doesn't move, this happens on Windows and on the web
I think that could definitely be the reason. If you have a gamepad available, preferably an xbox controller, maybe that can work for you? If not, I will definitely figure out a solution for this. It really sucks that I may have alienated a demographic of players because of an input issue. But I'm glad that you are able to help me narrow down what the issue might be!
Wow, that was really awesome! I managed to throw the fish into the sea in 7 minutes.
I played on a gamepad, and the controls were amazing. I didn’t expect this level of polish from a jam game. Everything felt super smooth and well-tuned. Parrying was surprisingly easy and satisfying, and the attacks had a great feel to them.
Overall, this is definitely one of the best games of the jam!
Truly a masterpiece! I think i’ll play it again in the next days! Super fun idea, incredible execution, very responsive. I wished for controller commands.
- Oscar
Thank you for playing! I'm really glad you enjoyed the game. Actually, there is controller support for gamepad! The control scheme for gamepad is in the game page. I previously had the inputs show up for XBOX and PlayStation in the tutorial, but a playtester told me that the PlayStation controls were all messed up so I decided to just hide the gamepad controls but keep the functionality in regardless. The feedback is much appreciated!
Awesome game mechanics, boss design. I been addicted to this game. Great!
Really nice implementation of combat. The controls were nice and smooth, I enjoyed the parry mechanic. I think some of the bosses attack indicators/hitboxes (second boss roll, spider lunge) could be little cleaner, but those are kinda nitpicks, this is still one of the best souls like implementations I've tried so far.
really fun and simple. The parry is a little overpowered where you can just get parry chains that if you hit the first one you are invincible for a while just spamming parry. I really like the combo the monkey does tho!
Similar game style to my duck game. Come and check it out.
I love the simple easy to understand platformer game like this
Similar game style to my duck game. Come and check it out.
I love the simple easy to understand platformer game liek this
Incredible game! So much polish, charm and atmosphere in this one! I had a lot of fun with the smooth and responsive combat, everything felt visually rewarding and the bosses had fun movesets! The little cutscenes and animations added so much as well. Absolutely loved this one, great job!
Oh wow, this is amazing. I love the controls and mechanics, the combo and stagger system feels great, parrying feels fair. Bosses have health right in my sweet spot alongside moves that are telegraphed nicely and timed well. I absolutely adored the boss intro for the spider also. This was fantastic, great job!
This is a great game!
It's pretty challenging, I even died and restarted few times until I get used to the bosses attacks, especially when their HP getting lower they become more fierce!
Idk if it's just me but when I died the boss hp and the player are not refreshing and carried over, no not the actual HP but only the graphic, the actual HP remain as is, obviously it's updated right away when taking damage.
Oh, right... I don't know if I'm cheating or not but I abuse Air Dodge on 2nd boss like a lot (I also did on 3rd but not as often as I did on 2nd), there's no mention about whether player can Dodge while in the Air at the tutorial so I'm not really sure if it's a legal move.
There's nothing I can add I guess? anyway Nice Work!
That's all I guess, if I write something wrong or missed something, let me know.
I liked the art style and music. Gameplay is very good and controls are convenient and intuitive, totally recommend it.
What a cute fun game! Though I ran into many game breaks falling behind the scene, some i could recover from but others needed a new game start. Then sometimes I would attack the boss and it would remain repetedly slashing them for a long time till they died, I wasnt sure if that was part of the design, but they were in the corner. Grats on submission and goodluck!

I rated and submitted to return the favor of your rate submission of my game below!
- If others read this, RATE/REVIEW my game to get me to try yours as well! Thanks!
Great execution, great fun and controls are altogether I love the game and actually I'm also a little bit jealous :-)
It was definitely fun, quite enjoyable combat. My feedback:
- It felt like bosses are a bit too easy to be stunned, like first boss you can almost chain stun. Perhaps bosses could have like 50% resist to stun for 5 seconds after they were stunned.
- There is a visual glitch with stun effect https://ibb.co/rKBr6WX3
- Ledge mechanic seemed a bit unnecessary, because bosses weren't using it
- It seems, when you stun 2nd boss, it still can attack, dunno if it was intended. Like in stun he could perform his ground slam attack.
Thanks for playing and I appreciate the feedback! I agree that the bosses are pretty easy to stun but wanted to ease up on the difficulty for the sake of the game jam.
I really like the temporary extra stun resist idea and will definitely add something like that if I were to keep working on this.
For the ledge grab, that was added in really early in development and I didn't really have time to design around having elevated platforms in fights, sadly.
The visual bug I kinda just left in since it didn't really break anything.
The second boss' hit reaction was intended, but it honestly wasn't implemented that well and ended up being misleading to the player. It probably would've been better to remove it entirely!
Thank you for your feedback! It means a lot to me :>
Ok, this is absolutely one of my favorites out of this jam! The art is fantastic, the animations are fluid, the music is fun, the controls are smooth and the effects are so satisfying! Bodyslamming the bosses (losers! haha!) felt so good! Such polish, I hope you have plans to make it into a full game! Well done!
Very amazing! Super polished and charming, mechanics felt great to use and were sufficiently flashy, however the game was a bit too easy, I was able to beat all 3 bosses my first attempt, and I wish your use of the theme was more front and center, however a very good game all across the board.
Thank you so much for playing! I'm also glad you were able to enjoy the game even though you found it too easy. It was honestly hard to balance the game enough so that most people would enjoy the complete game. But for the sake of the jam, I decided to tune down the difficulty just enough to be enjoyed by most people. I really appreciate the feedback! it means a lot to me.
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