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A jam submission

Production Showcase: World of the Tiny FolksView game page

Submitted by Tiny Face Games — 1 minute, 23 seconds before the deadline
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Production Showcase: World of the Tiny Folks's itch.io page

Results

CriteriaRankScore*Raw Score
Aesthetic (Art & Audio)#14.8894.889
Bug Free#24.5564.556
Overall#24.2224.222
Likely to Release#73.8893.889
Interesting Gameplay / Fun#83.5563.556

Ranked from 9 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Submitted(+1)

I still find the hotkeys really hard to grasp, but other than that, I absolutely love this entry!

Really looking forward for the final version!

Submitted(+1)

I feel like I need to get a controller to really play this game properly, but it looks wonderful from top to bottom and I can’t wait to see the final version.

Submitted (1 edit) (+1)

Awesome! It took me awhile to figure out how to destroy the target and cracked blocks, and what all the character abilities were.  I would say that you might want to force the player to learn the mechanics and block types one at a time.  Maybe you unlock skills by reading a stone tablet or opening a chest with bombs in it to learn that skill.  Then the player could go back and get those missed targets with the newly learned skills.  To force the player to learn that arrows break targets, you could have a red target block the path forward at the very start, forcing them to figure out to shoot it to keep going.  Also, having hit points, killable enemies, and the threat of death could make it more fun.

Submitted (1 edit) (+1)

Great art and aesthetic.  Music is good.  Controls feel good.  Mechanically its a fairly complete platformer with lots of potential.

Unsure if there was a goal or win condition to this or if its just a sandbox.  Either way i had fun jumping around and climb up on things.  I'm a fan of climbing and exploration, see a place and trying to get to it.  Even without direction, your game provides that so it was a pleasure.

I played with keyboard.  Controls felt good, but I had problems timing the jump on enemy to actually trigger my own jump.  Maybe I just suck, but it felt like something was off.

Developer

Hey! Thank you for playing and for your feedback. It's a sandbox but also I added a little challenge for those who need a goal in a game. You can destroy the red target blocks by shooting at them with arrows and if you manage to destroy all 10 you get a little "Thank you for playing" message. Sorry if this was not communicated well enough!

I can try making the jump timing on the slimes a bit more generous, thanks for pointing that out!

Submitted(+1)

Looks amazing and I cant wait to see what you can make from this! Good job on getting so much done with a finished look in such little time! If I was to give it some feedback it would be: 

- there was a lot of skills/controls/abilities given all at once and was confusing on what each one was

- I didnt really know what the goal of the game was and where to go and  (I kind of just messed about in the starting area)

Developer

Hey! Thank you for playing and for taking the time to comment!

The next demo and the final game will have a much more step-by-step progression with teaching you different moves, for this build and the prototype I wanted to show the full movement options of the game that you normally have to unlock one after another. So I can see how it is a bit too much an overwhelming at the start right now.

As for the goal: There are 10 red target blocks in the level that can be destroyed by using bow and arrow. (W key) If you manage to destroy all of them you get a little "Thank you for playing message". So far this is the only goal for this version. Sorry if this wasn't communcicated well enough!

Submitted (1 edit) (+1)

This is remarkably well made! It has a lot of polish for such a short time frame. The art, music, and overall feel of the game is very coherent. One problem I ran into was if the web window lost focus, I couldn’t get the focus back into it again. Not sure if this is just some problem with my setup. Reg the gameplay, I wasn’t sure what to do, and what the goal was. Either I missed it, or this will be included in later versions. Overall this looks like a neat base to expand further. Well done!

Developer

Hey! Thank you for playing and your comment! Unfortunately this problem with losing focus and being unable to control happens from time to time, I haven't found a solution yet. The final builds will include downloadable versions at least for windows users which won't have this problem. Trying a different browser helps sometimes too.

The goal for this showcase version is to shoot 10 red target blocks by using the bow and arrow mechanic (W key). It seems this was not communicated well enough, sorry for that!

Submitted(+1)

>What was the most frustrating moment or aspect?

When I realized the slime I was attacking wasn't going to die.

>What was your favorite moment or aspect?

Landing bow trickshots


>Was there anything you wanted to do, but couldn't?

I wanted the ability to fail through killing slimes otherwise needed for platforming.


>If you could change, add, or remove any 1 thing, what would it be?

It's hard to tell at times what's a platform and what isn't.

Submitted(+1)

This was so fun to play!!!!

I like the vibe, the atmosphere is so cute, and my only real gripe was that the slime enemies kept bouncing into each other when I was trying to make that trickshot to get the last target, which got very annoying.

Now that I think about it, I do have a legitimate concern -- I feel like there are too many keys to do things, and something like Zelda's held item would be useful, esp. because many of them would benefit from context-sensitive actions (i.e. I feel a key for planting AND throwing buttons is a lot).

Very excited to play the final build! Keep up the good work!

Developer

Hey! Thank you for your feedback :) I think the game effectively needs two seperate control schemes, because the game is not designed to be played with a keyboard at all. For keyboard controls, switching between bow and bombs could be useful, but would require either another button to switch or additional menuing which I'd like to avoid. For the controller options I think it would be a waste of buttons not to give bombs and arrows dedicated buttons. The grab/throw button is a bit of an odd one, because most of the time it does not do anything, but it has multiple purposes that all have to do with using your hands, like also clinging to walls to climb. I tried to get rid of it and fit these actions into different existing keys but it made it more complicated in the end. Also it will be used to grab and throw other items than bombs in the later development of the game.

As for the bouncy slimes: I'm sorry!

Submitted(+1)

I don't have much to say! This game continues to be excellent. The only note I have are:

  • I wish I could both grab the wall and shoot the bow at the same time. Don't ask me how this would physically work, though -- it seems hard to both hold onto a wall and shoot a bow with the same set of hands
  • I wish the arrows would bounce off of the bouncy blocks. I don't think that would have much of a practical purpose, but it'd be a potential interaction between objects and maybe you'd be able to find a use for that

In terms of positives

  • You've done an excellent job keeping up with the standards of quality you established in the Prototype sprint, all of the new music, artwork, code, everything, is still of great quality. Honestly I don't have much else to say, this demo was fun and I look forward both to the full demo next week and eventually the full game!