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A jam submission

Homelette demo 5View game page

Control 2 different characters in this puzzle-platformer
Submitted by Untailo — 11 hours, 55 minutes before the deadline
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Homelette demo 5's itch.io page

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Comments

(+1)

just as cute and soulful as last time I player. Played on linux again.

Overworld for level select is a nice touch, I think last time I played it, level select was just textbox selection?

Few glitches I found:

If you jump in the air where you would normally trip on the rock, you still "trip" in the air.

On the level where you are taught you can throw chloe' after you throw her the grab symbol persists even when player as her and too far away from Epsilon for him to be able to grab you. Wasnt an issue in the next level.

The bird came back from the dead and started speaking to me in a foreign language. (Epsilon and Chloe' also spoke a different language on start of Nabu's Library.

Is the bear okay?

In the hub world its telling me I have 8/7 dandelions on Nabu's Library. I think you might have the order backwards?

I was able to soft lock myself on the last level by throwing the rock past the red door that needs two buttons pushed. I was trying to hit the switch with the rock, but missed.


Good luck with the game!

Submitted (1 edit) (+1)

I like the concept, reminded me of lost vikings.

I liked the human animation, i.e looking up; the spider legs, sometimes she holds up one leg, love these details. 

Sometimes there's french text all of sudden. 

I played until the cave level and think that's the last one.

When Chloe the spider holds the spring and drops it, it just falls straight down, I think it would be better if it would fall a little to the side, which would be helpful in the level with the books in the background.  

I kept thinking how something gruesome is lurking around the corner, but there was no such surprise, then I was thinking if the dev is a child himself, just some thoughts I had while playing it :)

Cute graphics and funny dialogue, keep it up!

Submitted(+1)

Pure soul.

I'm not sure if I skipped an explanation on the eggs considering I skipped the first egg then went back for it, I might've missed some dialogue. There's probably even some alternative dialogue/dialogue that doesn't appear if you, say, don't crush the spider for example. I don't know, it's nice to feel like the game isn't 100% linear because you can do things like that, though maybe specifically in the egg case if there was some dialogue you could have the bird speech bubble from a mile away "what are you doing you idiot here is egg explanation"

By the way, I'm subtley disappointed that wall jumps aren't buggy in that you can't perform a frame-perfect wall jump that only speedrunners can do. Or maybe I'm just a plebian. There are a lot of games with weird wall jump tricks that add depth to gameplay even if they aren't really intentional.

Submitted(+1)

Spider controls are a bit clunky. Pressing UP here doesn't do anything


The player switch sound is affected by cave reverb, idk if I like that or not

US keyboard A and controller Right trigger were a bit odd default controls, thankfully i could rebind them. But I couldn't navigate the menus with a joystick. 

I ended up with the xbox 360 controls B: change character, X: use, A: jump, X: throw. Use and throw being the same button has worked pretty well so far, unless I hold down the button for a while.

I couldn't see the doors to the right that these levers operate on a 1080p monitor. Zoom level seems too close in general.


When the humanoid is against a door, it won't move when the lever is flicked 

I haven't found a circular button that couldn't just be replaced with a lever yet. Nvm, throwing rocks. Probably could still replace it with a lever

Rocks sometimes disapear when pressing a circle button, sometimes they dont. I don't know why

When two characters are in the same location, Its impossible to tell who is saying what in the speech bubble. This happens pretty often since you walk on top of someone to interact with them.

Random lines in.. french?

If a character stands on a spring, and then you switch to another character, they step off the spring. If you jump towards a spring, then switch off that character, they will fall on top of the spring and not step off of it. 

The controller button to interact is not the same as the controller button to select something in the menus

I am confused about spiky walls in the cave area:

I cant climb on this spiky wall


I can climb on this spiky wall


Oh. So rocks dont press these buttons


I think I've gotten all characters to every teleport sunflower without needing to use it, other than the first teleport sunflower.

Stacking the crates was awkward. I needed to place all the crates in the same place, then go on-top of a crate, and bring up crates from beneath me.

Crash after walking around in sandbox level

Developer

Thanks for commenting!

Spider: Maybe I shouldn't allow to be this close to the edge without turning in the first place? It looks silly anyway lol, I'll see what I'll do

Controls: Weird, I was sure the menus worked with the controller stick before but you're right, it doesn't now, but you can use the pad. I'll fix that.

Camera: That's definitely something I have to think about, the camera is good for platforming, not so for puzzling. Maybe I'll add a zoom button.

Rocks disapearing: Yeah it's kind of arbitrary for now, I'll add some visual to rocks that break.

Speech bubble confusion: I'll probably move the player character away when they talk to a NPC if they're too close

Lines in french: Whoops, I switched up a few lines in the locales.

Spiky walls are also a glitch, you're not supposed to be able to climb them, not sure what happened. Small rocks not pressing square buttons is intended as they're supposed to not be heavy enough. You can jump to drop a crate on top of another but yeah it's not ideal.

Thanks for the feedback, gotta squash those bugs

Submitted(+1)

While platforming as the humanoid, i tried holding down up 100% of the time. Felt smoother when going over ledges was automatic. I suggest changing the key to climb up walls from UP to pressing into the wall (left/right).

Trees having collision or not having collision seems random, especially since they are the same color as background dirt