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A jam submission

The Forest's EndView game page

Construct the ultimate magical robot to escape a mysterious forest!
Submitted by Robert Sephazon (@sephazon), DoctorM64 (@DoctorM64), Jacob Alpharad — 3 hours, 34 minutes before the deadline
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The Forest's End's itch.io page

Results

CriteriaRankScore*Raw Score
Genre Interpretation#14.6884.688
Gameplay Polish#14.4694.469
Relevance to the chosen theme(s)#14.4064.406
Overall#14.4534.453
Enjoyment#24.4384.438
Sensory#24.5004.500
Creativity#44.2194.219

Ranked from 32 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

How does your game fit either (or both) genres?
You play as a Magical Girl robot in a Metroidvania world.

Chosen theme(s) and relevant explanations
You add new Construct abilities to your magical girl robot.

Team/Developer
Game Harbor Co. Ltd.

Premade content
All content was conceptualized and created within 30 days.

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Comments

Submitted(+1)

Impressive!

My favorite parts were the feel of the jump (so snappy) and that initial awesome transformation sequence. Also, definitely a fan of the main character’s design.

I was bummed the game didn’t save my data – but I was playing the web build, and I know saving on web is a pain.

I thought the map layout was great, though the ability to look up and down would’ve helped a lot in a few places.

All around great job. Looking forward to seeing more from your team.

Submitted (6 edits) (+1)

Saved this game for last and wasn't disappointed! Definitely some of the best controls and combat in the gamejam. The movement was super snappy and responsive, and the wall jump worked really well! I only wish using left/right click for attacks was an option, and I feel like the hover could have shared the keybind with the jump, too.

I loved the designs and animation of the player, and the magical girl transformation sequence was adorable! The enemies were neat too, with the flower being my favorite. The graphics in general were gorgeous, although it was occasionally hard to tell the difference between the background and the foreground, especially in the forest areas. That said, the level design in general was very solid, even if a bit heavy on the deadly spikes! (The generous checkpoints were definitely very welcome there.)

The story was... okay? Being a fairly straightforward post-apocalyptic sci-fi robot rebellion thing, I honestly feel like the lore logs were a bit redundant, and leaving it all up to interpretation might have served the game better. There also seemed to be no way to skip or get out of the credits after clicking the option in the main menu, so I ended up force-quitting the game since the background art looked like spoilers. That said, the antagonist being revealed to be an ape was an interesting twist!

The final escape sequence was pretty cool, though I was really itching for an actual boss fight against the ape in the end! I was also a bit disappointed that my save seemed to be gone after beating the game, as I wanted to explore around some more. Though, it's obvious that within the limitations of a gamejam, you did far more than most could have hoped to. Overall, great job!

Jam Host(+1)

As expected from Deltarune dev... this is one overkill submission for our humble jam.

All around very solid: art, music, control, etc. Level design is a bit evil but managable. Some sections remind me of my Silksong PTSD despite not actually following the optional challenges.

One criticism I guess... is that a way to heal other than dying or getting the health upgrade would have been nice.

Submitted(+1)

I REALLY like the protagonist design, Zoey is real cute, great design, cute voice, really well done animations, it also has that 60s-70s sci-fi look that i absolutely adore

The attack animation in the air ending snapping into the pre-magical girl sprite for a frame and then into regular jumping animation was a little jarring to see, sadly.

After checking it out, it’s actually doing it on all attack animations, not only the jumping attack one. Also when wall jumping.

The game starting with a wall of wood being destructible and then the next wall of a slightly different wood being unable to be destroyed was… a little confusing.

There is a couple of blind jumps that scared me a little, just for them to just have a platform slightly below but the camera position just made it feel like i was jumping in the void, like the one when you obtained the wall jump.

The lore tidbits that i kept obtaining were making me confused i was getting upgrades i didn’t know because they all reference Z-0E upgrades, and not until i was confirmed they were just lore i got that.

After playing this game, i can only say… fuck them mushrooms, they keep hurting my robot babygirl.

Submitted(+1)

It's... so peak

Submitted(+1)

Unsurprisingly top notch entry from a ridiculously stacked team. The magical girl theming is on point - the transformation sequence was great (gave me a bit of a laugh with how sudden it felt) and the respawn animation is incredibly cute, its just perfect. Sound design also complements the vibe quite well, both the nice springly robot sounds for platforming and the cutsey voice when attacking - although the sawblade having only one sound effect was very noticeable next to the normal attack having multiple, and made it feel a bit grating to use repeatedly. The game controls great, and I really liked the drill ability bouncing off walls - nice way to put a bit of a spin on a typical stomp ability, and the level design was def well done to accommodate it with some really satisfying big chains of breakable floors to bounce through.

As far as issues, having no way to heal outside of dying or health upgrades was annoying - I ended up entering the boss with only two health and dying even though it very much felt like something I should've been able to manage first try.

The controls were also a little odd? I don't think I've seen O and P for primary actions in any game before. It worked fine enough but I would've very much liked the ability to rebind controls. I understand that tends to be a low priority for jam games (I def ran out of time to add it to my game), but I was a bit disappointed to not see the option in such a generally polished entry from a team of experienced devs.

Having a map screen at all is always bonus points in this jam but I found it to be a bit too small as is - I had a hard time making out anything on it. An ability to zoom would be much appreciated, and maybe cutting out some of the finer details of the map so that it's a little easier to parse.

I did have one bug where the button prompts in the text when picking up an ability wouldn't get properly substituted? The initial tutorials and wall jump worked fine, but for the other abilities it would show things like <prompt:Attack> instead of properly substituting the key icon. Obviously not a major issue since the controls are on the game page but did stand out as the only outright bug I noticed.

Overall, very good game, very much enjoyed my time with it. Good job to everyone involved, will be interested to see where this team heads next.

(+1)

VERY COOL GAME!, the amount of effort put into this is staggering, theres a lot of art cutscenes, the music the animations, all amazing, i really like the gameplay, its simple but really good, i like how everything feels except maybe the keybinds they feel weird but other than that it feels really good!, i love the vinewall boss thing, jam games arent usually the type to require effort but this boss required me to actually think and i really like it!!!, only complaints are that:

keybinds are kinda weird(not a problem with the game moreso a problem with me), the enemies outlines width is a bit inconsistent, like the players outlines is way smaller then all the enemies outlines and there not being a save system, tho this is more a thing with jam time constraints.

anyways EXTREMELY impressive for a month, amazing game

Submitted(+1)

The art is very nice, with plenty of cool details. The main character has a cute design. Backgrounds are quite detailed, with multiple layers and decorative props and stuff. The wires in the background in the area where you wake up specifically had a cool sense of depth. The enemy designs are pretty cool too. In particular, I really liked the flower enemy. It struck a nice balance between freaky and cute, and it had very lively animations.

I also quite liked the music. The vocal tracks in particular are sick. Also the combat variation of the area music is kinda groovy. Would appreciate if the soundtrack were to be released so it can be listened to on its own.

The sound panning feels a bit strong. It's rather common that I'm pretty much only hearing stuff in my left ear or my right ear, and it's a little distracting sometimes (although not enough to ruin the experience or anything).

Gameplay is fairly normal, and there aren't very many collectable abilities, but what's there is cool. The saw is very satisfying to use (although it doesn't always seem to start charging up when I press the button), and the speed and bounciness of the drill is thrilling if a bit unwieldy. I think there could be some interesting gameplay/level design possibilities if you could cancel out of the drill in mid-air to perform other actions (such as the glide the game has already).

No save points felt a bit odd, although the game isn't *too* long for it to be that big of a deal. No way to restore HP (outside of the health upgrades) was a bit more awkward to deal with. Although, when you respawn you come back very close to where you died, so even that isn't too problematic.

On a related note, I think the "respawn" animation after getting hit by certain damage sources (like bottomless pits or the giant worm in the underground area) takes a bit too long. I think the final part of the animation with the cutesy pose in particular feels like it could be a bit shorter and still have the same vibe.

Progression felt a little too straightforward to me. Again, not many upgrades, and it kinda felt like the game guided me relatively heavily towards each one. Didn't feel like there was much room for me to have that "aha" moment you can get in metroidvanias, where you get a new ability and start thinking back on all the places where you might be able to use it.

Map screen feels hard to parse with the lack of zoom combined with the somewhat irregular shape to it. Not sure how much could've been done about that though given the time frame.

The story is minimal, but what's there is cool. The bits of lore scattered throughout were pretty neat, but I do wish there was some way to view them again after collecting them. The monkey guy at the end also kinda felt like they came out of nowhere, but they had a pretty cool design. You get a choice to kill them or not, but it seems like it's more a matter of principle as neither choice seems to affect the ending. It's cool that it is a choice though.

Also, props for managing such a large team for a game jam. I've heard organization gets a lot tougher the more people you have on board, so it's commendable that you got it all to work well.

Good game overall.

Submitted(+2)

My first thoughts were no way this was made within a month. This feels like a really well polished demo to an ongoing early access game. The graphics are well made. The level design was  fun and interesting. The animations felt real smooth too! Love getting me bits of lore as I explore as well. I love the design of the the enemies, especially that one frog creature (little dude can JUMP!). As of writing, I haven't finished it yet, I got stuck in the chase scene (skill issue on my part), although I'd like to point out a bug with the flower thorn enemy during that where the SFX seems to loop extremely fast, until you kill it. One more gripe I had was that some of the enemies had different outline thickness. Otherwise, I only have massive praise on how well-made this is! It was a joy to go through and I'll try to finish it eventually, maybe (sadly my save got lost somehow so I have to go through the whole thing again haha). Thank you for making this game!

P.S. I really love this creature. 

Jam Host(+1)

> No way this was made within a month

Let's just say this team consists of pros; led by the Deltarune dev XP

Submitted(+2)

What a polished entry - Graphically and gameplay wise it doesn't feel like a jam entry at all but a full release. Amazing what your team has managed to produce in in 30 days!

No idea whether you plan on extending this to a longer game or moving onto other projects but really keen to see more from this team whatever!

Submitted(+1)

What i liked:

- GREAT art, GREAT animations. Felt very polished

- Impressive world size (this was made in a month??)

- Great music and sound design

- Fun platforming and the attacks/upgrades were sick


What could be improved:

-I wish there was some form of faster movement option (a dash or run)

-A way to attack upwards since some enemies spawn above you (maybe skill issue)

-Lore was a bit confusing. Am i the bad guy?

-Browser version was a bit buggy. Some of the transitions in the browser version made my character stuck, forcing me to restart. Recommend download only maybe?

Overall:

The game feels very polished and the art/animations are definitely the highlight of the whole project, and the music was great as well. The world is vibrant and the combat was pretty enjoyable. The map is huge which really impressed me, and none of it felt like wasted space either! The level design was awesome and i had a great time just moving around the world.


The lore was a bit confusing, but overall I'd give this an 8 or 9 out of 10! Definitely one of the best submissions in this game jam. Can't wait to see what else this team makes in the future <3

(+3)

a beautiful and cute metroidvania! you should be proud of what you have built in just under a month!

Submitted (1 edit) (+4)

Very neat, hope this team is destined for great things!

The art is a highlight here for sure, the main character design is great and I love her transformation sequence and little respawn animation. The backgrounds were beautiful, but at times it felt like they didn’t really mesh well with the foreground. At best this would just be slightly jarring, but at times I thought something was a game object and it turned out to be part of the background. Despite my nitpicks, I think overall the artistic vision came together well, which is impressive for such a large team.

The bit of implied worldbuilding you’ve done was fun too, I like how the upgrades are presented as if they’re marketing leaflets or something, that’s good flavour. I like these kinds of nature-dominated post-post-apocalyptic future concepts.

The gameplay was solid, the jump felt good with the coyote time and the variable height. Combat was a bit simple, but intuitive enough. I think it was a good idea to make your final challenge a movement one rather than a fight, since I think those systems were more interesting. Although I do agree with a previous commenter that I would’ve preferred if the hover was just pressing jump again rather than a separate button.

My biggest gripe gameplay-wise is that there were several occasions where I had to make a “leap of faith”, where the level design expected me to go down, but I couldn’t see what was there. And sometimes it was spikes, and I’d feel a bit cheated, cause how was I supposed to know that? I did notice a few times where the camera zoomed out at a part where you’re expected to jump down, which I appreciated, but I felt this technique was underutilised for how much verticality there is in the levels.

(Edit: Seeing now that there is a pan camera option on arrow keys, oops! I don’t recall if this was ever tutorialized? My bad if it was, and I forgot about it, but since the up and down directions on the movement keys/stick were unused, I expected the pan options to be there)

At one point (at the cliffside) I managed to jump down so far I got out of bounds and softlocked the game, which unfortunately meant I had to restart, but luckily I was still quite early on, so it wasn’t a huge time loss. But if that’d happened near the end, I probably wouldn’t have finished the game.

The world design on a larger scale was solid, I was only stuck for a little bit looking for the sawblade. I like how you’re locked out of the tree and then have to loop back into it through another route for the ending, that was satisfying.

Great job you all, looking forward to see what you plan to do in the future!

Submitted(+3)

MVP goes to you. This is a full complete game here with really cute art. Nothing much I can say, it is just brilliant.

Submitted(+1)

Although you can expect nothing less from team that big.  First biome has  some out of resolution sprites, that gave me unfinished vibe, But didn't notice much later on.   And local wall of flesh felt bit unfair, moves slow when you want it to be faster, and fast in case with vertical jumps.   With forest guy looking like out of place.  Transformation animation, style and game play were great. Sadly game is quite short.  Gamepad it's probably wold be played better, but why hower is on separate button not just on double space press?  Will be there more and double jump powerup? :) 

Submitted(+5)

Incredibly polished and fun experience! It was a bit too difficult for me, especially at the end, but I managed to get to the credits! An absolute gem of a submission

Submitted(+4)

Everything was amazing from the polish to the music. You can tell lots of people put in a ton of effort to this game. It looks and feels super professional. Definately the kind of quality you would expect to see on Steam for purchasing. The story and lore details also made the world feel a lot more immersive! The transformation sequence was also really cute <3