Play game
[JAM - Brackeys 2026] No-One's Friend's itch.io pageRate this game
In order to rate this submission you must be logged into itch.io and have submitted your own entry. Anyone with an account can leave a comment.
How does the game fit the theme?
The narrator / character has a split personality: when they're No-One, they express themselves using negations and you can trust them (because: "Trust No-One !").
When they're Some-One, they may make lists of things or say "Someone said..." and you can't trust them.
You have to follow their directions correctly to find your path !
What code and assets did you not make from scratch during the jam (if any)?
I took assets from Itch, they're all listed in the Credits section on the end screen :)
How many people worked on the game?1
Leave a comment
Log in with itch.io to leave a comment.





Comments
Lovely game! I really enjoyed the unreliable narrator concept of games here, wished there were more trusting of no one. The jump mechanic felt sooo wonky personally, because it velocity while in the air is like multiplied to the jump, it's hard to maneuver, or maybe that's just the intention there. I did get stuck in a part I can't restart, so that's that lols. This was a good experience, nice one!
Thank you !
Do you remember where you got stuck exactly ? I'm taking notes to published a fixed and updated version when the jam ends !
As for the jump I thought it was fun this way but is it too much ? (For the wall-jump in level2 it clearly is but I didn't have time to fix it better, the basic jump I like but if it's not super easy to manoeuvre for people I may fix it a bit too)
Hi! Let's start with the fact that the dialogues sounds are amazing 😅 The character and the art in general is really good. I initially had problems with the menu, since im playing from browser the ESC button just made me escape the full screen and it didn't close the settings, had to restart a couple of time. I didn't initially understand to make the contrary to the text, since it's not quite told in the game. How it could have done without telling it directly was probably making 2 ways visible in the camera and something like 'Go on the top platform to the checkpoint' and the checkpoint was in fact at the bottom. And while I'm starting to write this the game appeared with a little dialogue because I was AFK, amazing ahah. Other than that the map doesn't take count of the players ignorance of the layout so I could just fly away forever, I once went UP as said by the text and then went down close to the walls and made it anyways; so make sure to block it out if it's not intentional. The music was quite charming and cozy, I like it a lot [And now another dialogue for being afk lol, Im sorry narrator]. I'll repeat it, the self made sound effects are so funny. Another little thing, in a section where the narrator tells me to not press R or trust him, it was quite hard reading and paying attention to actually land on the platform so might make the player intentionally fall forever until you finish the dialogue or reducing it might be effective. And... I think I found a bug where falling and seeing the red guy just made me go back to the first checkpoint loosing the progress. Overall it's quite a nice Idea, I love Stanley Parable type of games and want always to make the narrator angry. I'd really love to replay it once its been figured out better! Well done!
Hi !
Thanks for the compliments :D
For the menu, I wrote under the game on the page that you have to use backspace (the <--- key on your keyboard) to go back ;)
For the unclear directions it's my bad, I thought people would deduce it easily but it's a game-design mistake on my part. Other testers made suggestions as how to make it more understandable, so I think I'll add those when the jam ends.
For the fact you're flying away, yes: I added death-zones in the places I thought this could happen, but I must have missed a bunch of those T_T
The text in the environment gives you fake advice (the place that says up and you go down is meant that way, you landed where you were supposed to go, near the haiku I believe).
For the long-fall dialogue, I intended it that way. The narrator is trolling you, it's meant to be a tricky jump where you may make a mistake like restarting or fall aside. The theme is "trust no-one" after all ^^ Do you think it's a mistake ?
The going back to the first checkpoint is intended as well. you then have to walk in the same direction as you did at the beginning, and this time the mushroom jumps you up. After climbing up a bit with mushrooms and jumps you discover a new type of platforms and will find a new game level with a different atmosphere and more content that there was in the part you played. (And you will unlock a new ability in this level too).
I think it's alright for the theme, though at some point having to restart a lot makes the player a lil frustrated in that mean. Like it should have some control over what he does in some way, like the first time you encounter the dialogue, you die and that's alright, the second time maybe you don't repeat the dialogue or get it shorter I think. About going to the left at the 'go back' sign, I didn't even think I should have gone there so I circled back in the map without being able to continue unfortunately. Good luck with the development!
I understand your frustration. I will add a minimap and/or more obvious info about where to go !
I’m French, so I found it a bit tricky to get started, but luckily I had an English keyboard! It’s actually really cool that you can change the key assignments in the settings! Thank youuu
:o but normally you can play with a French keyboard ! (I am French, I play the web build with my French keyboard with Q/D without a problem. If you have time to spare can you try and tell me if it's not working please ?)
And of course: thanks to you !
This is a fun little platformer. I liked how you could only jump in the air, that's a fun twist. I do wish the levels were slightly more linear. Good job!
Thank you ! Difficulty to find your path is the main issue that's raised about the game so I will look into it to publish a better updated version when the jam ends ;) If you have any advice you want to share, I'll add it to my list !
Cool idea and a lot was well executed.
The visuals are great, the movement felt good to me, and the SFX was hilarious.
I think the main problem I had was simply taking a wrong turn that I couldn't have known was wrong and ending up in a dead end it wasn't possible to get out of without resetting and going back a long way, which felt a little frustrating and happened a bit too much. It didn't feel like that was the intended difficulty, compared to having to decide what was lying to you, which felt fairer/more satisfying when you got it wrong or right.
Regardless, I think it's a neat idea and look forward to seeing your plans for it.
Hi, thank you for your feedback ! I'm so happy every time someone tells me the SFX made them laugh. I had a lot of fun doing it (I never tried before) :D
I got a lot of people telling me they got lost so I clearly do have to work on this aspect of the game. And you're right, that wasn't the plan - I wanted people to understand when hints are lies and when they're true. As I've asked others, do you have an idea of what would make things more clear to you ? I'm planning to add an updated version based on people's feedback when the jam ends.
I think the best suggestion I had about this problem was to add a thought-bubble to the player the first times when there are lies, to help players understand how to sort things out and navigate the game. However there shouldn't be places where you die in an unfair way or get lost for a long time. If you remember where those were, I can also try to fix them specifically (but I understand you may not have the time for this, there are a lot of other games to play and rate !)
I'll try and drop back round once I get through the list of games I wanted to rate and give it another go so I can give a clearer idea. From what I remember there were sections where I wasn't really given a direction (lie or otherwise) and just had to trial and error it out, but then that branched into more and more trial and errors. I suspect I lost the "intended path" at some point and was ending up skipping certain parts and ending up on a route I had missed the directions for.
EDIT (in case you miss the discord message): I watched your youtube video and it reveals the problem I encountered - I had no idea mushrooms were supposed to bounce you, I somehow skipped unlocking that and got quite a bit further into the game... there is a section where you have lots of tall vertical areas you are supposed to bounce in and out of but I only had wall jump to navigate at this point.
Hey ! Just read your message and edit. I think that's because you went to the alternate "hardcore" section of level 1, which I did not register on this video. I can do so if you want. To confirm : after the first dialogues, did you go underneath the starting platform/island instead of going right ?
If so, you didn't go to a non-planned part nor got lost. You went to the hidden path for hardcore players. No-one mentioned it so I thought people just didn't find it and it wasn't important.
I don't remember precisely the steps I took before that point, to be honest once I realised the jumping mechanic I spent quite a bit of time just flying around exploring so it's absolutely possible! I remember moving onto the sand timer section, and the slightly different coloured underground section? Not entirely sure which order I did those in... but I think I unlocked the wall jump in or just past the bit I felt was underground.
Really cute and fun game. The narrator is great, and the jump mechanic feels weird at first but ends up being part of the charm. Visuals and audio are super cute. I got lost a couple of times and some death zones weren’t super clear, but overall great work.
Hi, thanks a lot ! I'm very happy that the jump mechanic manages to please people. And that you liked the audio (I used assets for visuals and music, but I made non-UI sfx with my voice & phone hahah)
I got this feedback a lot about deathzones and getting lost so I'm thinking of ways to improve this in a post-jam update. If you have any advice or suggestion you're welcome to share them, I'm making a list of everyone's ideas !
that's a super cute game! I really liked being trolled by the game, is frustrating but in a good way, the level design is built very well ^^
I got trolled way too many times 😭. Such a funny game. Nice job
Did the sfx was done with your voice ? I love them hahaha
Really good job, visual are cute, the mechanic was kinda hard for me at the begenning but i manage to get it after few try !
Thanks for your game !
Hahaha yeah ! That's why it's not super-clean, I had to register it on my phone because I don't have a microphone at home >< I had a lot of fun doing those, I'm glad they made you laugh !
Thanks a lot for your kind comments ! About the mechanic, what would you improve if you could to help you get a better grasp of it ? (I will release an improved version after the jam so I'm taking everyone's insight and making notes).
Ooooj, when i played i found it really clean !!
The thing i think you can improve : Have a mouse when we are in the main menu !
Maybe have a little indicator for see how many jump you still have
When you fall, it happens so fast—it would help to have a little air time.
Maybe let the player be able to jump when we are on a wall, i feel frustrated when i'm in because i'm not in the ground and the mushroom say we cannot jump in the ground but i'm not :ccccc
Hope it help you !!
Hi, thanks ! I'm taking notes about your feedback - especially the fall thing, there's definitely something frustrating for most players here. I am now wondering whether I fix this game or try to do another, better one with similar mechanics and taking people's feedback into account ^^ What do you think ?
One thing however: you do unlock a wall-jump later in the game, it's part of the mechanic that you unlock things one at a time !
Oooh i didn't know, i'm so tired after the jam that i only play for only 15 minutes but i'm really slow haha
And when i see your comment i just try again to remember what was difficult for me haha
It depend on how much time you want to work on it honestly haha
I'm always thinking about redo/fix my gamejam game but i'm always bored fast when it's not on gamejam, so if you have the motivation go!
Otherwise wait for the next jam haha
Hahaha no worries I totally understand, I do the same with part of the games.
I understand the boredom T_T So what I usually do is that I fix and update a game when people liked it and/or if I'm not bored of it. Even if it's just for small improvements, I gather it usually makes me learn what I did wrong / could have done better. But I am also planning to do at least another jam in September so I think I won't spend more than a week on this tbh.
Very cool mechanic. A bit hard for me to adjust mid-air more like skill issue.
I had a lot of fun playing
Thank you ! You're not the only one who's told me that so maybe the air physics need to be adjusted a bit more. Maybe I'll try to find a way to do this when the jam ends :)
I had fun playing it. It looks great and the audio was great too.
Very challenging and fun game! It's way beyond my skill level but I loved the jumping mechanics.
Thank you !
Yeah I think I made things a bit too harsh / not enough tips on where you should go. I'll add a mini-map and re-balance the game when the jam ends. I'm making a list of things to update / improve when I do so, so if you want to share more advice this is very welcome. Same goes if you think of cool tutorials / docs / books I could benefit from.
(I'm learning on my own and aiming at becoming a professional, so I do jams, improve, jam again... until I get more experienced and can try to sell small games (probably as a solo dev so I have to learn a bit of everything).)
The controls were a bit hard to grasp but it was fun spamming jump ahah. Good work!
Haha nice work! Great use of the theme!
Thank you :) (I think I'm actually better at coming-up with stories than programming ?)
Cool game! I like the spin on the prompt I think that is very creative. I like the jump mechanic as well :)!
Thanks ! :D
Thats a lot of effort for one person, I like how all the sfx is mouth made (?), uhh like foley.
rare good game
Oh thanks ! Bahahah you noticed the sfx XD
I did have fun with that (and making the game more generally, but the SFX work made me laugh a lot). I just recorded them on my phone and tried to do something funny and not too horrible for the ears.
Love the look and feel of this and how it's put together. I was a little leery at another platformer where you can't trust things, but this went well enough for me. Still, it was... weird getting used to the jump mechanic. Took me a bit before I could have it down enough, lol. So not used to that. Good job!
Thanks for your nice comment ^^
I know about the fact there are thousands of existing platformers but I have to learn so yeah, I start with basic gameplay mechanics. I think I'll try more original things once I'm more experienced !
About the jump thing: was it weird in a good way or upsetting ? What would you change ? (I'll rework on this game to publish an improved version when rating is over so any insight is welcome - if you have time and if you want to help of course, I we're a lot of people jamming and learning)
Weird in a good way. It was just new, and my mind was hardwired to jump before falling, lol. It made me think ahead for a bit until it stuck.
If I were to add anything, the description text gives you hints on when to listen to and when to ignore the narrator. If that was in game, it'd elevate it. Obviously, the narrator can't tell you. Maybe just a few moments of a thought bubble from the characters point of view for the first few times?
Great then ! That was the point, I didn't want people to get the "oh well, that's just another classic platforms thing".
I'll think of including this thought-bubble idea, thanks for the advice !
Great platforming, love the jump mechanic - very cool! Enjoying exploring all the levels, and appreciate the frequent checkpoints!
Thank you fellow platformer author <3
Nice work, big area to explore. It is fun to figure out the quirks as the game goes on. I wasn't sure if I was supposed to trust the signage or not. Sometimes I'd explore some area but suddenly die/reset as if I hit an invisible boundary. It would be nice if there was some visual/audio cue.
Hi, thanks for your feedback ! I'll publish an improved version with better help to find your path when the jam is over. Someone else suggested to add a mini-map, another one more indications. What do you think ?
As for the signage, "secret" rules are as follow:
- Visual info (arrows, messages) are generally the opposite of what you're supposed to do.
- In the dialogues, No-One / Some-One has a split personality: No-One uses negative expressions and tells the truth, when "Someone said..." or when there's a list of things it's lies.
I wanted to add more clues and visuals for the death-areas, but I got exhausted and figured I'd submit and improve my game after the jam with people's feedback :-)
Cool usage of concept, interesting mechanic. I like when games put a random condition to basic mechanics, it really forces player to be creative. Pretty enjoyable!
Thanks, I'm glad you liked the idea !