Thank you! I put a lot of effort into making sure that the game would fit the theme in different ways (gameplay, story, visual, audio...), so I'm glad you appreciated it!
Foolish Sprite
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Thank you! There are a couple of cases where they will target the wizard, including when the number of enemies targetting a knight exceeds a specific number (which happens pretty quickly), when the wizards gets too close to an enemy, etc. That was my first time doing this kind of enemy behavior (not sure how it's called: a swarm manager?), so I'm very glad you appreciated it!
Very charming and relaxing game! I loved the art and the way you control the little bees, I was a bit clumsy at first but quickly got the hang of it. I really appreciated that it required player to be a bit more active than just "clicking on where you want the bees to go". Bee trajectory and "throwing force" felt fine to me, I could easily reach all the flowers. The menu also looks really nice, I wasn't expecting this level of polish. Music and sound were also really nice, perfect amount of bee buzzing, not too much nor too little.
I wouldn't have minded being able to select multiple bees at the same time though (of course in a way that wouldn't reduce too much the threat posed by the bird, I know it's easier said than done though...) : easier to manage, and probably a bit fun to see a group of bees being flung around (it might probably be a bit chaotic because the bees might push each other, but I think that could be fun to see). For some reason I didn't understand until I read a comment how to avoid the bird, maybe I missed some explanation, but otherwise some hint displayed in the death menu after the first "death by bird attack" could've been cool.
Overall: fun, charming, relaxing, original, I had a great time with your game, and it fits the theme really well! Great job!
Thanks for the feedback! Trust me, I would have loved to implement many more effects, visual and sound feedbacks... I just had absolutely no time to do so (worked only for the last 3 days of the jam on my game...). It would definitely make the game look more polished than it is right now, as well as make it more fun to play. I mainly focused on visual and sound feedbacks that would communicate to players what was going on on screen, but had to leave for a later time most of the ones that would make the game "feel better".
And overall adding visual effects is just something that takes me quite a long time and a lot of trials to get right. For example, I actually drew an animation for the lightning attack. I implemented it and it just... didn't look "good/right" for the game, so I scrapped most of it (and obviously didn't have time to revisit it). And as you said, the character animation to indicate that the spell is ready works, but it's not quite good/striking/eye-catching enough as it is (some sound effect would also have been good). Some screenshake when the wizard is hurt, or when a knight dies would also have been good, and honestly I could go on and on on all the things I could add to make the game look/feel better. So yeah, absolutely agree with your points!
Ahah yeah, I was actually surprised at the number of players who chose to go back in alone immediately after losing!
Thanks for all the feedback! Ahah, I totaly get the urge to try to beat all the monsters alone, and really glad you took some time to test out the different options!
Agree with all the cons you listed, and just as you guessed it's mostly a case of not having enough time (or not being skilled enough yet to develop/draw things faster/more efficiently...). I was also very intent on not overscoping. But optimizing the game for better performance and having slightly different endings based on the number of remaining knights were actually the two first things I wanted to do after finishing this version of game.
Thank you for all the feedback! Very happy to see that you appreciated the lightning spell. I thought it would be fun to have a spell that required a bit more player involvement than normal, and it also made it harder to avoid hitting the knights... so players would have to change a bit their playstyle when not alone. That was one of the ways for me to make players feel the trade-off that comes with working in a team/not being alone anymore, but without having too harsh drawbacks either. For the music I must say I only chose and implemented it, didn't compose it (if you're interested, you can find many more free soundtracks on incompetech.com).
Very charming game! It felt pretty relaxing to do all the chores (maybe it's the "checking boxes on a list" effect?). Watching this little ghost living his own normal life as the same time as our character, in the same environment, but at the same separate from us, really added a second layer to both gameplay and atmosphere (I don't really know how to describe other than it felt pretty nice, a bit otherwordly and again, relaxing).
I did feel like the camera was sometimes behaving a bit weirdly because of walls and ceiling, but nothing that really hindered gameplay. I wouldn't have minded discovering a few more things about the ghost, or maybe having an ending that wrapped things up a bit more, but it would probably have been hard to do in 1 week.
Overall, pretty fun and charming, fits the theme well, great job!
Would definitely appreciate some rating and feedback, many thanks for the initiative! https://itch.io/jam/brackeys-8/rate/1680585
Really adorable and charming game! I loved seeing each little animation and listening to each sound effect when I clicked on new things: really nice job to have so many different ones! Art and music work really well together and create a really nice atmosphere. I also found pretty funny how the friends/family you already discovered follow you around by jumping in all sorts of crazy directions.
I did wish like Gonbad that we had a bit more time to search, it felt a bit weird to be in such a relaxing atmosphere and at the same time to be (a bit) stressed out by the clock ticking.
Overall, your game put a big smile on my face, it's fun and fits the theme well, so great job!
I rated and left a comment on your game (loved the flashlight mechanic!), would really appreciate if you rated mine: https://itch.io/jam/brackeys-8/rate/1680585
I quit at the 5th level but had a lot of fun on the 4 others. I actually didn't mind the steep difficulty curve, I just naturally got better at each level by trying (and dying) over and over again. Since each level has very different layout and requires different "flashlight" strategies, that process kind of had to be repeated each time (even if I did get better overall), so I'm not sure having easier levels would really help for the harder ones (but I might be wrong). Mostly I felt like your game difficulty was "fair", I could always see where and why I made a mistake, so I always had this urge to try "just one more time"... until I passed the level. But it's definitely not for all players and requires some patience.
I also really liked the flashlight mechanic, it struck a good balance between reactivity and strategy, so it never felt like I just had to "get good", I could also try a slightly different strategy to get through levels.
Art and music are simplistic but fit well. Besides I was so focused on the flashlight and the enemies that I pretty much turned everything else off...
My only complaint would be that I didn't really feel like it fits the theme, but that's not super important.
Overall: simple but very clever idea, really great execution, had tons of fun, really great work!
Your game sure made me recall some walks that I was enjoying with my dog... until an off-leash dog (sometimes more than one) with zero recall would come charging at us... So honestly your game might have hit a little too close to home for me to completely enjoy it at first. But otherwise I really like the concept and game mechanics, I think it really fits the theme well. The art works with the vibes of the game and the little story is well told. Camera movement could probably be improved to not see a black background, and being able to hit enemies in all directions would have been nice. But overall good game, good job!
I don't really have anything to say that other comments didn't say, but... I really had a ton of fun with your game! Great music, great visuals, great feedback, simple but enjoyable upgrade system... each element fits and goes well with the others, which just makes it extremely fun to move this slime king around and destroy all those little knights. For me it started lagging a bit after 4 minutes, then came back to normal. Was still running completely fine over 7 mintues in... and yeah same as others, even by standing perfectly still I was just too OP to die lol. (side note: I still haven't played Vampire Survivors, but thanks to your game I think I understand the hype...)
Overall: tons of fun, feels pretty polished, fits the theme, so greak work!
I really like how the whole game is left open to interpretation, and how everything is told through gameplay and a few effects on screen, with almost no text. The game took a turn from satisfying to kind of disturbing at one point, and made me think of some of the pitfalls of working in/being part of a group (groupthink, confirmation bias, etc.). Other players probably had different takeaways, and that's also what's interesting about this game.
Anyway, really great concept, well executed (don't really have anything to add to what others already said), and a really good take on the theme!
Really fun(ny) game! I love the voices and the little domino effect when the king fell, making all his followers fall as well. I understood only in the 2nd level why I needed my followers, but once I got it I thought it was pretty clever: simple idea, but with lots of possibilities!
It did feel a bit frustrating when I had to start over a level because of a single mistake, especially in the 4th level where I often pressed the wrong key/direction because of the camera angle. I do think that camera movement added some dynamism to the game though.
Overall I really had fun. Simple but clever concept, and a good take on the theme (followers are both a "necessary aid" and sometimes a hindrance).
I really like the concept of your game! Wandering through space to find some answer to "are we alone in the universe?" is a really interesting take on the theme. Sadly, like the others, I couldn't find the inhabited star despite combing the whole map... Otherwise I think the art really fits with this space theme, and from the screenshots the rest of the game looked pretty fun! Good job for doing all this in one week!
Thank you for your feedback, and really glad you had fun! The theme made me want to "explore" different situations and feelings related to "not being alone", hence the narration. But at the same time, I wanted players to feel like they played an active role in the(ir) story, hence the different options/ways to play (even if it's obviously at a very small scale). I was hoping players would have as much fun guiding this little wizard in his quest as I had designing his trials, really happy it seems to be the case!
Nice premise and atmosphere! I really enjoyed reading through the notes and piecing together some of the lore of this world. Really liked the focus on English folklore (I hadn't seen puck/puca in video game before).
I also enjoyed searching for pucas, but found it quite hard past the first few ones (I always had 1 or 2 remaining before either my wand or the detector/orange crystal would run out of use). I didn't quite understand how to use the "radar" (the green crystal), even if I saw it shaking from time to time... Limiting the number of use per item made them feel pretty precious and compelled me to not "spam them", so I thought it really added to the gameplay.
Overall I had fun puca hunting, great job for a 1-week game!
Very peaceful and relaxing game! I thought this atmosphere was a great fit with the more challenging (and a bit unforgiving) gameplay, since it pushed me to really take my time and think about which path I should explore next. I really liked the art and the game mechanics, and for some reason really enjoyed jumping on the "stair steps" in the middle of the map, pretty striking with the clouds in the background (I think it's your 4th screenshot). Great entry and interesting take on the theme!
Congrats for making a working tactical (RPG) game in such a short time, especially without bug! Art is also really cool. Gameplay lacks some of the depth and mechanics of other games of the genre (dealing more damage when above an enemy, etc.), but I don't see how you could have implemented that in a week. I also really like the theme of rodent and predator. Good job!
Cool game! Did a lot of backtracking before reading on the game page that I could just change colors by pressing a key (actually saved me because I wasn't able to reach the green color at the top...). Clean visuals and interesting take on the theme, and also the painting mechanic is pretty fun! Your game reminded me a bit of Chicory: A colorful tale, good job!
Solid game! I liked the pixel art and the constraint of "limited number of bullets", really had me change the way I normally play this type of games. I think your game fits the theme, especially since you have to go pick up the little mushrooms lying around. Only thing would be to maybe make the game a bit more difficult after some time. Anyway simple, fun and well-crafted game, congrats!
Very polished and fun game! Combat is fun and varied, art and animation are great, and the music complements them well.
Only 2 suggestions I had: maybe make the area on which you click to select an enemy a bit larger, and also I encountered some minor bugs with the fries bag (fry spawning but since the bag of fries was the last enemy killed the next battle started at the same time and enemies were in front of each other, 2 fries in front of each other, etc.). It didn't prevent me from finishing the game though!
Anyway, really great entry!
The atmosphere is pretty well crafted: the music, the lighting and the colors (everything in shades of red) make it pretty oppressing! Jump feels a bit floaty though. I couldn't make it past the spikes in level 2 either, so maybe making the difficutly curve a bit less steep would be good. But otherwise your game really made me feel like I was not alone in a creepy way, so good job!
Art and animation are amazing! Great atmosphere as well! I played most of the game without attacking to avoid the bug that locks you in an animation state (I think it has already been identified), so this increased the difficulty of the game a bit. I also sometimes took damage on platforms that didn't have spikes. But otherwise it was really fun playing, I really liked the character movements!
Thank you for all the feedback! Super glad you enjoyed the game!
Gameplay is a bit simple I agree, mostly because I knew I wouldn't have time to make more since I also wanted to have some story. I also didn't want to make something too complex since the game is pretty short (risk of player not understanding mechanics, tutorial too long etc.).
The aiming being a bit hard with the lightning spell is kind of by design, since I wanted the player to feel like they had a very powerful spell… but also very destructive and dangerous to their allies! Though of course a bit more fine-tuning wouldn't hurt.
Ahah otherwise you found the flaw in my game: this first death is inevitable because it would kind of break the flow of the game otherwise… but I wished I had time to make an alternate ending in case you won the first time (actually also wanted different endings based on the number of surviving knights…). I also wanted to put in enemies that would be almost impossible to kill if the knights weren't there to tank them, but sadly didn't have enough time… I don't think this flaw is very noticeable on the first playthrough though, probably more once you've learnt how to fight!
Very impressed by the overall quality of this game! The concept is fun, original and well implemented. The introduction of new mechanisms kept the gameply fresh, without overwhelming the player. I absolutely loved the atmosphere and the whole narrative you developed around Not Alone Inc, the voice over was great and the little introduction of each level felt like the right length: not too long, while giving us a simple but sufficient reason to scare those humans! (not to mention I loved the humor) Interface and controls are clear and well presented.
After the first two levels I did struggle a bit because of the addition of the door (I like the idea though!). To give you some (hopefully useful) feedback on how it went for me: I found that it was faster to use keyboard controls (1,2,3) to switch between ghosts, however I would then often miss the E key on my keyboard (so maybe using right mouse click instead of E would make it easier?). And I also found it easier to play with the game NOT in fullscreen, since each object was closer to each other (faster to select object), and it made clicking on objects vastly more accurate (I played on Firefox). Maybe not allowing ghots without energy to enter objects would also help (I would sometimes not be able to close the door on time because I had one ghost without energy stuck in the door, and another one with energy but that couldn't enter because of the other one…).
But overall, congratulations for what you achieved in such a short time: great game mechanics paired with great atmosphere, and already pretty polished! It definitely has the potential for more.
Thanks! And yes don't worry for the whole "rating and comment" thing, for me it's definitely part of the fun of a game jam. Previous jams I took part in left only 1 week to write and comment, so it's nice to see that we get an extra week to do that! I also rated and left a comment on your game, good job!
Your game has lots of ideas and content for such a short time, congrats! I liked the controls/cube movements and felt like the level design worked well with the "switching between cubes with different abilities" mechanism. I also really liked the little writings on the wall (laughed at one that said "Lava this way." with an arrow or something like that).
A bit hard to know where to go after the first two levels though, especially with the camera so zoomed in (it was even hard to get through a couple of simple platform jumps because of it at times…). But anyway, overall I had fun shepherding all my little cubes to safety, so good job!