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A jam submission

Feisty FaunaView game page

Ridiculously cute survivors-like with an engaging storyline, where you're a mom rescuing her kidnapped chicks.
Submitted by Atas Fun (@AtasFun) — 2 days, 8 hours before the deadline
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Feisty Fauna's itch.io page

Results

CriteriaRankScore*Raw Score
UI#24.0004.000
Sound/Music#63.7503.750
Art#83.8753.875
Overall Fun#103.6253.625

Ranked from 8 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

(+1)

Hi I was part of the Feedback Quest. I have the VOD up of me playing this game on stream.

Overall, not a lot of stuff to say. I enjoyed the game, it was genuinely good. It could use a bit more of a progression. It felt as it the second you dropped in, the game just dunks on you. I feel that it should be a more gradual build up instead of what was given. 
My other big issue was the Twitch Integration. It crashed when I tried. I'm not sure if this is a Dev issue, Steam issue, or Twitch issue but regardless its a thing. Still an amazing game and lots of fun. I'D LOVE to play this on stream with the viewers.

Please keep up the amazing work!

Developer(+1)

Thanks for playing, and for your valuable comments! In the full game, there'll be a slower buildup of challenge so the player isn't thrown into the deep end right away 😄

 I'll watch your VOD and see if I can figure out what happened with the Twitch integration. 

(+1)

All in all, it was a fun experience! aside from the Twitch integration issue I had, I could barely fault the game for anything. It was well done. A bit more polish and I think a full release would be set. Again please keep up the amazing work. I look forward to the full game. 

Developer (1 edit)

I watched your stream, and unfortunately I couldn't tell what was happening during the crash. I think one of the things I'll do is to add error pop-ups if the Twitch connection fails, and hopefully that'll give more information the next time if a crash occurs.. since the crashing seems to happen consistently (or at least thrice) on your stream, would you mind giving it a shot again sometime to help me debug what happened?

Jam Host(+1)

As a viewer of Hythrain's stream (I don't have time to stream this one yet) It was a really fun experience trying to save him from being killed. lol Great update, I can see this game going places and can begin recommending it to my twitch streamers circle.

Developer(+1)

thanks, I appreciate your comments!

(+2)

Hello! I was one of the streamers who took part in Feedback Quest, and I'm here to leave some comments I had while playing.

This was the most fun I had out of all the games I played. It was fast paced and I was going nuts trying to stay alive. I noticed the Twitch integration as well and hooked that up. It was a lot of fun for people in my chat to summon animals to help me. I honestly have no negative comments or feedback to provide at this time. It was just a great time. I can't wait for it to be fully released.

Developer(+2)

Thanks for playing! I'm glad you had fun ☺️ 

(+2)

First of all I love the little chibi art in this game, its very cute, the gameplay is simple and easy enough to also play on a phone if that is a thing in the future. I like the big easy to read fonts, clean UI and the gameplay is simple enough to play. In my time of playing the only thing I wish there was, was a dash/evade button, it feels like the only way to progress is to die and use the coins collected to progress further. I don't know if this is the intention, but what you have here is great, keep it up :)

Developer

Thanks for playing, and thanks for your feedback! The demo is available on the Google Play store :) We're not sure if we're going to release the full version there yet, due to most mobile games being free and having microtransactions, which is something we don't want to do to our game.

Adding a dash/evade is something that is planned, so that you can actively avoid taking damage.

Submitted(+1)

Your game looks very promising and I really want to try it, could you provide a standalone build or web build to facilitate testing and feedback? I'm very reluctant to add any more games in my steam library just for testing purposes, it's just not convenient 😔 

Developer (1 edit)

I made a WebGL build but unfortunately itch.io has a file size limit of 200mb and the game is too large for that. 

The demo is available on Android if you want to try it there! Some features (like Twitch integration) are disabled but otherwise it is similar to the Steam version. 

Submitted (1 edit) (+1)

Hey! This is an interesting and cute "Survivors" take

  • Visualization of incoming attacks is really good, I might even want to implement a similar solution for my game after seeing it :)
  • Visual style is quite nice,
  • pick-ups are very inviting and fun to collect

Attack telegraphing

While telegraphing visualization is nice, telegraphing itself does not seem to do its job most of the time. It should warn player about something that is about to happen to be able to react in a meaningful way. However, attacks happen so fast that there is only two possible outcomes:

  • You already move fast enough to dodge - telegraphing is not necessary
  • You are not moving yet, and you won't be able to dodge the attack even if you react instantly - telegraphing is not necessary.

This is particularly true for enemies with fast melee attacks. It's fun to dodge when enemies are jumping at you from the distance, and it's one of the few  cases wher it actually does its job (along with lingering AoE)

Playable Characters

I've tried playing both a chicken and a cat. I like how different they are, but there are still some things you might want to consider:

  • Cat (played on "green" level):
    • Most of the attacks are front-directed, but the majority of time the enemies are behind. You have to turn towards them - but then you won't be able to dodge any more. It could even be fun if enemies movement patters allowed for maneuvers like that, but most of the time you just get surrounded by enemies before you can deal considerable damage - and you have to run again. And even though I felt like I have no way to use my weapon successfully, I still completed the first level without issue. I must say, though, it all became significantly more meaningful when the boss appeard - I could properly dodge and use my weapons.
    • This is VERY Subjective, but in a setting like this I find kunai and surikens much less fitting than, say, pies, tomatoes or some other farm-related non-lethal stuff. I like how chicked defeats everything with eggs :)
  • Chicken (played on "Halloween" level):
    • All attacks are directed backwars - which totally solves the problem of facing the right direction while running around. But then, since everything is self-targeted, All I had to do was run around dodging attacks. I didn't feel like anythig except moving around mattered - just dodging was enough to ensure survival and steady flow of experience. 

In both cases, weapons did not feel meaningful - in one case, the game did not allow me to use my weapon efficiently (except against the boss), in other case there's no way to use weapon inefficiently (Fighting a boss didn't feel any different, I barely noticed there was a boss), which kinda makes using it meaningless. I feel like the gameplay wouldn't change if I just ran around dodging AoE all the time, with no weapons at all.

I feel like everything I mentioned is a matter of balancing. What you have looks really good, I totally get the idea. I'd be happy to see which direction you take it next.

Good luck!

Developer(+1)

Thanks for your detailed comments!

I appreciate your point about the two outcomes of telegraphing, I'll keep that in mind as I tweak the game further.

Regarding only having to run around and dodge since attacks are auto-targeting, that's a good point! I'll probably add more "targeting-oriented" skills in the future, e.g., by having projectiles that only fly horizontally, or at a 90 degree angle from your character, etc.