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The Power of Pride Bundle 2026 — $10 PWYC Edition
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(+1)

Bit hard to rate this one considering how much of it is still in a prototype state, but there's some good ideas here!

Character design on display is pretty cute~

Some things felt rather unintuitive, like the tree branches not being able to platform on. Not sure if they're supposed to be or not? If not I'd consider outlining them with the darker shade of brown on the tree, and/or just raising them higher up on the map in general so they can't feasibly be reached. The skunk enemy also seemed very chill and didn't move, so I assumed it was an NPC I could talk to until they did damage to me, maybe they're supposed to be but got changed in the time crunch?

On my first playthrough I just used the AK at first since I thought that was maybe how you were supposed to attack after messing around with the controls, as a debug tool it's maybe a bit too accessible, to the point it just seems part of the expected control scheme. After taking down the bunny I thought 'oh, maybe I wasn't supposed to be able to attack yet'
I did beat the game after without it, and it went well despite some hiccups. The bunny boss was well made, the attack pattern and telegraphs provided a good challenge while feeling fair.

I still don't fully get how you're supposed to go to the right area without taking damage. Maybe bouncing on a frog or mouse enemy? Or maybe the aforementioned branches were meant to be jumped on. If it was the former, then the lack of a screen transition nearby to reset the enemies makes it a bit troublesome. I just ended up damage boosting, seemed like the best course of action, which isn't a great feeling as a player when you're not sure there is an expected alternative.

The pickup/climb ability was cool! I liked throwing stuff about and bouncing it to do damage to enemies, and the apples healing you but also being able to be grabbed and thrown if you were at full health already was a nice touch. I noticed you can platform on them, so maybe you're supposed to use that to get across the spikes on the way back? If so it's a bit rough since it's rng whether the mouse drops it, and the jump is very precise.

Took me a little while to figure out what the climb ability did (I thought maybe it was what allowed you to jump on those branches, but it was not) Turned out to be a wall jump, which worked fine once I knew it was that. Some indication when jumping against walls either animation wise or slowing the player's descent when pushed against them would make it more clear, but I assume this was just a time constraint thing. Never enough time to add everything you want, the way you'd like it to be, in a jam setting ^^;

The map screen and transition effect look great! Not sure if the NES can do it in that kind of motion but seemed to be emulating a mix of tile swap and screen scrolling, very interesting for sure, and the character art here is lovely too. The icons for the various power ups look great and I can imagine the sun changes to the moon or something later, though I haven't had the timer tick down enough to tell. Presumably it will at some point if it doesn't already, which is just a very nice extra bit of detailing.

There's a solid and charming game that could come out of this for sure, best of luck if you continue with it o/

(+1)

first off, thank you so much for sharing your detailed experience and all the nice critique you gave to our lil game! 

second, my original intention with this game is to be very difficult and cryptic platformer (akin to hebereke/uforia), having players figure stuff out on there own for the most part and it's why i didn't really add any kind of instructions to the description. however, a lot of the clues/dialogue that told you how new abilities worked weren't added in in this version due to time constraints. 

for the part on the right of the map, you are supposed beat the rabbit to unlock the ability to stomp on heads and then stomp on enemy heads to progress further (i wanted to lock out anyone who doesn't have the ability to progress further).

picking up objects and being able to platform on them was intentional and you could choose to jump on the enemies to get back to the middle of the map or use the items to platform over them.

yeah i really wanted to do a proper cling onto a wall and climb like knuckles mechanic, but again we couldn't add it with the time i had. so we just kept in the temporary wall jump we had already.

again, thank you for playing and giving your thoughts on it. we hope to regroup at some point and make this a proper game with the fleshed out mechanics that were missed in this jam AND adding a bigger map, more abilities, and just more stuff.