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A jam submission

Prototype: World of the Tiny FolksView game page

A metroidvania game set in a tiny world.
Submitted by Tiny Face Games — 37 minutes, 27 seconds before the deadline
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Prototype: World of the Tiny Folks's itch.io page

Results

CriteriaRankScore*Raw Score
Overall#14.4314.431
Aesthetic#14.9414.941
Playability#34.4714.471
Originality#73.8823.882

Ranked from 17 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Submitted(+2)

I really enjoyed this! I'm gonna keep this brief since you've gotten a lot of comments already, so I'll try to just point out a few notes others haven't

  • I feel like the keyboard controls aren't entirely thought out, which I think is evidenced pretty heavily just by the fact that everyone else has mentioned them lol. To give a specific example, the grab button. It's right above the jump button, Z, which means that in order to both press it and jump you have to change up your grip, which breaks my movement flow a lot
  • Your controller bindings aren't all working, at least for me :P. Neither of the L2 or R2 bindings worked for me, so with a controller I could neither grab nor dash
  • The arc of the arrow shot when you shoot upwards or downwards feels natural to me, but shooting forwards feels like the arrow goes... too far?
  • I'm not sure that dashing along the ground needs to consume stamina, you regain so much stamina both during the dash itself and during the cooldown period that it barely costs any stamina at all, so I feel like you might as well do the player a favor and just make it free
  • You've got a bit of sliding at the very start of the movement animation (the character starts moving before they lift their feet, which looks a bit off)
  • You can wall jump off the side of the level, which feels strange in what appears to be an open clearing
  • It wasn't immediately clear to me that I could stand on everything I could stand on (the carrots, for instance, just looked like background objects to me until I landed on one)
  • I think that if I hit the dash button while standing still I should dash straight forward, as I do when I hit the dash button while sliding down a wall, rather than doing nothing
  • I think your dash animation could be a little juicier

In terms of positives:

  • As mentioned by everyone else, your artwork is adorable
  • I enjoyed that the 2.5D effect was weaker on objects that worked as walls than it was on objects that you could walk through, though part of me wonders if that should be the other way around?
  • Your sfxr sound effects work well
  • That explosion animation on the bomb is gorgeous
  • Your movement system is very smooth (I enjoy that I can one-sided wall-jump with the dash, but only a little), though perhaps a little bit slippery
  • I've just spent 20-30 mins (while writing this) just running around, even without an explicit goal
Submitted(+1)

Amazing! I was not expecting a game in this state in the prototype phase, congrats!
Loved the art style and the animations, the overall vibe is fantastic :)

One thing that bothered me were the controls, I kept having to come back for the instructions to remember which button did what. But I guess this will be sorted in the future with proper player onboarding.

I absolutely loved the 2.5D effect, very original of you :)
Part of my brain started feeling strange towards that, though, something about perspective didn't seem right. Maybe the rate in which the back sprite moved should be much lower than the rate in which you move? Don't know, just throwing ideas here.

Really looking forward for playing it in the future!

Submitted(+1)

the controls were a bit confusing for me but i guess that's how it is whenever you start a new game! - overall, i love the aesthetic and think this is going to do great!

Developer

Hey! Thanks a lot for your feedback! Did you use a keyboard to play or controller? Do you think custom key bindings would help to make the game more accessible for you?

Submitted(+1)

i used keyboard! i think it's mostly because i'm used to traditional keyboard layouts. i wasn't used to some of the buttons being very specific like jumping. but i do think this might depend on the player and just getting used to the buttons. but custom key bindings are always a plus!

Submitted(+1)

I’m terrible at platforming and Metroidvania games — but the art and music are so charming in this that I might just have to give the final game a try.

Fantastic job.

Developer

You may be terrible at platforming, but you're very good at saying nice things! We try to make the game as accessible as we can so you can enjoy it too!

Submitted(+1)

God this is too good already

Submitted(+1)

This is pretty mind blowing for a prototype. Can't wait to see what this flowers into!