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Stitch & Spell's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Gameplay Polish | #24 | 2.842 | 2.842 |
| Enjoyment | #28 | 3.000 | 3.000 |
| Overall | #31 | 2.965 | 2.965 |
| Sensory | #34 | 2.842 | 2.842 |
| Creativity | #34 | 3.053 | 3.053 |
| Genre Interpretation | #38 | 3.158 | 3.158 |
| Relevance to the chosen theme(s) | #40 | 2.895 | 2.895 |
Ranked from 19 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?
The main cast of characters are themed as Magical girls, the metroidvania aspect got a bit lost in the mix, BUT there is new skills the players unlocks that open up new ways of traversal on the map
Chosen theme(s) and relevant explanations
One of the habilities is based on a python, currency are pearls
Optional challenges explanations, if applicable
we were unable to make any :(
Team/Developer
Rodrigo Rosa(https://rodrigorosa.itch.io/), Diogo Maia(bluSeven)
Premade content
Most sound effects from pixabay, music from Mixkit.co
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Comments
The physics are satisfying to master. Expecially watching the enemies succumb to the physics, mainly being thrown into spikes lmao
Cute game! Do the pickups do anything? I didn’t actually know why I was collecting them beyond the satisfying sound they make. The powerups were cool and creative, although I wish they were integrated more into the game/level design. I feel like most things are doable without actually using the powerups, beyond occasionally using the snake for a higher jump? The enemies all attack very slowly so if you just mash attack at them, there’s no chance for them to really damage you. The yarn idea has potential, I think if you really focused the design on that and forced the player to engage with it, it could be really fun.
Neat little game! I really liked the sprites of the player and the other magical girls, and being able to see your friends while using abilities was a cool touch. The space background was gorgeous, although the wall tileset didn't really feel like it fit the atmosphere of everything else.
Both the player and the enemies felt a bit floaty, though perhaps that's fitting for the space(?) setting. The dash ability was a lot of fun, it's just a shame there wasn't really much room to make use of it.
Using yarn to fight is a neat concept, but the forward momentum on the melee attack was a bit much, and getting the yarn ball to go where you wanted it to was a bit hard. However, getting big combos with the ball was fun when it happened! The time slow on every enemy kill seemed a bit excessive, perhaps it's something that could be reserved only for killing the last enemy on the current screen?
Overall, I think building more on the space setting could be neat if you're planning to continue this game, as well as perhaps exploring different ways the other magical girls could enter gameplay as minions/familiars. Regardless, good job!
The proportions on the game were a little scuffed so the pixel art kept freaking out when i moved.
I really liked the idea of juggling the ball of yarn to attack enemies, wish it was more of the focus, the melee attack was too good so it felt more like “unstuck the ball” than anything with the bouncing damage as a small bonus.
If you snake jump before regular jump you get to double snake jump, im not sure if that is intentional or not.
Not sure what is the purpose of the super yarn powerup besides the ability to make a yarn ball so big it eclipses the entire screen, which IS funny.
Thank you for the comment! Glad to hear you enjoyed the meele combat, if the game ever gets another update i'd definetely love to tackle combat again!
The snake jump was sort of a up attack with the extra of extra height, i remember noticing being able to double snake jump when on floor, but since it didnt give a big advantage compared to jumping + snake jump i let it stay. I can see it can be a bit confusing(im even unsure myself if it should be allowed 🤣), maybe in the future i could maybe nerf the snake jump on the floor, or rename it to like "snake uppercut" or something 🤔
The superyarnball pretty much allows you to do more damage the bigger the ball was, like for each yarnball it joins a damage point would be added to the ball on it. There were also gonna be like locked paths that required the ball to do more damage in order to open up, and flame cannon sections that required the ball to be big in order for the flames to be blocked off, but we kinda ran out of time(game jams be like that).
The resolution problem imma be real, i knew why it was happening i just didnt know how to fix it 🤣🫠. I think it has to do with the fact the "in game" resolution is only a couple of pixels, but the game allows for half pixel positions to happen, aint sure how i could tackle it in godot, but i will look into it in the future!
Thanks again for playing and for the feedback!
I love the vibe. The ambient music and parallaxing space background feel retro-arcadey in the best way.
The mechanics weren’t immediately obvious to me, but I figured them out. Unfortunately, it was pretty easy to get into a locked state and unable to proceed. This might not have been so bad with frequent respawn points, but having to redo the level each time started to wear on me.
I’d love to play this game again with some post-jam polish. Good stuff!
Thank you for the comment and the nice words! Glad you enjoyed the game's vibe :)
Respawn points in the middle of the level would probably have been a good idea, i also noticed that when i gave the game to some of my friends to try out.
The fricking floating platform that perfectly fits on the floor is gonna be the end of me dudeee, we noticed people could get stuck under that platform but though "hey but the platform does look good there, and what are even the chances of the player staying under the platform?". Turns out, chances were high 🤣
Thanks again for the feedback!
i think its quite decent! i sadly got stuck under the elevator and clipped through lol.
solid effort!
Yeah, that happened to us too, but I liked how the platform looked perfectly placed on the ground, so I kept it in and put a restart button to the level XD
Thank you for the comment!
Hiya! First off, I love that starry galaxy background parallax! It looked really good.At first I didn't understand the attacks but then I realized they kinda combo with each other which felt really unique and interesting! I also liked how all the upgrades were really impactful for gameplay! I sometimes had trouble using the double jump though but otherwise really great. My personal favorite is the massive yarn. I'm really curious how big it can get! I attached my personal best in this comment haha. Oh, one more was that I was pleasantly surprised with the amount of stages! I think they're a good balance of fun and challenging! I was a bit sad that there wasn't a boss battle in the end to throw all the yarn at. Regardless, I had a wonderful time playing through your game! Thank you for making this!
Thank you so much for the nice words and the print! Glad you enjoyed the yarnball powerup, it was my favourite too during development, there just is something super satisfying about seeing that ball take crazy proportions ahah
Game is not available for me for some reason
Hi there! We accidentally deleted the game files during an edit to the page 🫠
I uploaded an alternative link to the game for now. Thank you for wanting to try the game!
https://rodrigorosa.itch.io/stitch-and-spell-alternative-link
EDIT: It's back again!
Interesting ball throw mechanic, and I like the ball combine upgrade too.
I have a problem with the spike pit, when the player falls into the pit, it's likely to get stuck to dead.
Thank you for the feedback! The spikes used the same function as the enemies attack to give damage to the player, so it ended up making the spike fall rather deadly due to lack of y velocity XD
Really nice game.
The art is charming and the white outline really helped with the visibility of the main character and enemies, with the best designs for me being the snake girl and the pig enemy also the background is awesome.
The dash upgrade was really smooth and cool to use in the plataforming sections and the upgrade that let you combine the red balls wasn't clear at first but when i used the balls to open the path and they combined was such a good feel, also the fact that the big ball deals more damage is a great touch. Also i'm curious about what was the upgrade the fourth companion in the end screen was going to be.
The enemies are a little strange to deal with either by their attacks being canceled by you jumping near them or when the level put you in a room with a bunch of them(also the slow camera effect when you kill an enemy isn't good when you are fighing or killing more then 2 enemies at once)
Also the spikes are really deadly and hard to get off when they are in a pit.
Thank you for the nice comment and the feedback!
We were still split on what the fourth character power was gonna be, we were only sure it would relate to bubbles. It would either be a bubble shield that could protect you from one hit, and if you jumped on spikes would give you a high jump, or it would be a powerup that would allow you to bubble up enemies or yarnballs to use as platforms, press ceiling switches, etc.
pretty creative use of grenade (?) mechanic and that tongue like thing.
Thank you! Those were supposed to be red yarnballs 😂😅