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Animalia (Alpha)'s itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Visuals | #7 | 4.552 | 4.552 |
| Gameplay | #8 | 3.931 | 3.931 |
| Fun | #12 | 3.655 | 3.655 |
| Theme | #26 | 3.931 | 3.931 |
| Overall | #27 | 3.460 | 3.460 |
| Innovation | #35 | 3.207 | 3.207 |
| Audio | #58 | 1.483 | 1.483 |
Ranked from 29 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How did you incorporate the given theme in your game?
Oh no! The peaceful Tanglewood has been overrun by shadow spirits corrupting the native Animalias!
Gather your own Animalia friends to defeat the shadow spirits and cleanse the corrupted creatures.
Along the way, you will discover eggs that you can hatch to collect new Animalia! When eggs are hatched, a log entry is added to your codex book.
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Comments
Beautiful! Love the visuals, the overworld was great to look at and all the creatures super cool ~
The gameplay loops is very engaging, I ended up playing for way longer than I should have XD Hatching animalia and gathering eggs is a bit slow at the start but it soon gets addictive. The combat is fun and especially combo'ing together the creature's "ultimate" moves. I do wish there were hotkeys for the attacks (like QWE or 123) because dragging all the time gets a bit tiring.
The codex book is as super cool idea, can't wait to see it fully implemented (maybe add some combat/combo related stats or info) and to have some SFX/Music in the game.
Also laughed at the lineart in bear friend, reminded me of Skullgirls having figthers out and still with the sketchart.
Tons of potentials with extra developing time, would love to see more of a quest/storyline/objective even if basic.
Great submission!
The gang (kindly disregard the enemies burning/poisoning to death)
Nice, thanks for the feedback!
i saw some of this game in the discord while the jam was going on, and i was very sad to see that it ended up with no audio at all, since it's so obviously gorgeous to look at
i would definitely recommend working that in gradually so you never end up having to scrap that aspect of the game entirely because of time, definitely would have been willing to help out with sound and stuff but I'm assuming you probably wouldn't have had any issues finding people for it if that's something you wanted
Lovely design and features like the drag for the abilities! Would love to see this expanded
There are parts of this that look super polished, especially given the jam timeframe. I enjoyed collecting the creatures and unlocking all the abilities. It quickly became extremely easy to complete runs, even when swapping in a couple new level 1 creatures to see their abilities.
It took me a while to get a Deer to hatch, and in that time I collected so many eggs... because you can only hatch one egg per run but find multiple eggs per run, the eggs pile up. By the time I got a deer I had enough animals that the UI for picking your team had animals off the screen so I couldn't select them anymore.
Given the visual polish, I felt the lack of sound extra deeply. I didn't understand what the animal icons on the left during battle was supposed to be until I read the comments and saw it's the initiative order.
I liked the drag and drop mechanic for the abilities, it felt very smooth.
The artstyle and creature design is pretty. =D
Love the art and creature designs! I think that the rogue-like element is pretty interesting, but it would be great if there was some way to skip past the easier levels since your team retains their levels.
Wonderful visuals, love all the designs, will play again to get all the Animalia and I truly look forward to future updates (if any, no pressure). This game has the potential to become truly addicting with some cool sounds and a few satisfying visual effects! A thing I noticed though, is that when it comes to the left bar to visually tell who's next in line to act it might be more beneficial to display the shadow forms of the enemies instead of the purified ones. It would also be good to have the name of enemy moves appear on screen when they act, to keep better track of what's happening.
I look forward to seeing more on this done! It would be nice to have some audio! :)
Your game is really cool! I love the Animalias' design they are so cute!! The gameplay is smooth and feel really nice, I really like that you have to drag the attacks/buffs instead of just clicking, it adds a little somthing. I agree with others feedback about no audio, but I totally get the "didn't have time for this" part, been here done that!
I really had fun playing this game, I hope you'll make something out of it after the jam ends
Gorgeous visuals and UI design! The dragging to select a target is satisfying. Very ambitious jam project. Would've liked to see some audio in it, would help elevate the experience. We really loved the cute Animalia designs, and big turn-based combat fans.
I encountered a bug where all the health was super high and I could no longer click on the screen:
Overall, I think a lot of my fun came from wanting to hatch the eggs to see what the next creature was. I was also interested in unlocking the new attacks to see what they did and appreciated that the abilities were thematic to each animal. However, I felt the battle got really trivial at a certain point and I could just spam the fox and deer's 3rd ability and it would basically just wipe the screen. A bit of sfx would have made the battles feel a bit meatier and engaging. I wasn't sure what the purpose of abandoning a run was I guess it was so I could maybe swap in a new companion but it didn't feel punishing if I didn't abandon a run and just kept going until I was dead. I appreciated the initiative meter on the side but I think I would have liked there to be more distinction as to which was my turn and the enemy's turn besides just colour - which might be more an issue to the colour blind but I think I'd have liked there to be an arrow pointing at which were my creatures so it would be easier to tell at a glance. It was cool finding all the animals and getting the journal filled up and I liked they each felt like they had a unique role to play though the battles didn't really necessitate me switching it up from just going pure burst damage. Maybe if the big abilities had a cooldown that didn't reset between runs.
Thank you for the detailed feedback! There are a lot of changes I would make to the design if I had another week.
This is super polished! I love the animal designs. They are so so well done and colored beautifully. The UI is too - I love the collection book. Everything has such a nice and clean aesthetic. ♡
My biggest critique is that it felt like I didn't have much agency in the outcome of the battles/runs, but I totally understand that design struggle and frankly don't know how you would fix it either lol.
I appreciate the feedback. That is definitely something I struggled with. It's an interesting design challenge to be sure.
I caught bits and pieces of the development process for this game while checking in on the jam Discord chat. I think the concept is very ambitious for a 10-day jam- but that makes how far you got all the more impressive! The game is already enjoyable and visually appealing. I can totally see it being the core gameplay loop of a more expansive game, and I wish you luck moving forward on it!
The lack of audio hurts the experience a little, but I can't pretend like I've never been there with a jam. Besides that the game's phenomenal. The combat's super fun. The simple act of dragging the attack to an enemy makes feel more deliberate and direct compared to pressing a button. The art's super clean and the mons are super cute!
Thanks for reviewing! I wanted to add sound, but I simply ran out of time. It's always the last thing on my list, so it tends to be 50/50 whether my jam games have sound or not.