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this is a really good game
i like the bunny

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So lovely! Thanks for making this. What did you use to make the soundtrack?

Thank you! The soundtrack is made with PxTone Collage!

Oh great, thank you! I didn't know Pixel made a music editor. Do you like using it?

Yeah, it is a little bit limited in some ways but very easy to use!

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Finally got to this. Love it! Clearly reminiscent of that hidden cave game you mentioned in your recent game design write-up, also just so fun and charming.

Killer intro graphic.

Am I the only one who doesn't get this game??

Like I'm looking for clues in each room to reason out the method of getting into a secret cave and there's nothing. This is frustrating and not fun. 

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Revealing the caves is more about experimentation and guessing than looking for clues or using logic, so it might not be for everyone. Thank you for trying it out.

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OMG I did it! I became a sylvie elf and saved all the pixelgirls!

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Very good, i loved all the secret rooms

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godlike game

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the soundtrack is SOOOO good omg, please make it where you can set the music no matter where you are, that would be amazing!

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I'm very curious what the name of the green fruit is? I can't quite make it out.

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Sylvie Lime!

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It was the best, strongest and supreme SylvieRPG, cute but challenging!
It was packed with action, puzzle solving elements, and RPG growing fun that was unimaginable from the 7x7 squares.
It's fun to have friends too. My personal favorite companion is the fluffy bunny and my favorite NPC is the big mousy girl!
The cuteness of EEEEEEK!!! got me, nyah!


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Damn this was addicting. I couldn't stop till I tried to at least max out everything.  [ROT13] Ybirq svthevat bhg gur enoovg chmmyr. Frr ernqvat gur znahny qbrf uryc!

Absolutely loved this

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Adventure !

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Another Love Game banger, elf gaming!!! Really enjoyable couple hours of bump combat action. A lot of the secrets were really well done, my favorite being one very early game that lets you bypass any perceived grinding. The bosses up until the final one I think were just a bit whatever, but that final one was really good. Initially frustrating but after taking just a couple minutes to analyze patterns it turned into a super fun climax. Good game!

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There is much good about this game, I am happy to see numerous comments.

I will point that it is doubly good if you are a developer yourself: this game is suprisingly playable, surprisingly fun, has progression, has symbolism, has minigames, has lore, with just minimal screen estate and four buttons.

It is a lesson in economy of means and will for sure change how you see games and game-making.


The dev's Design notes are as interesting as the game and will make you look at it with new eyes.

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Very delightful and full of character, squeezed 2 good hours out of me, no minute of which I regret.

A lot of my appreciation comes from Sylvie's ability to work in constraints, square ratio with 4 inputs, it serves as an amazing lesson in restraint.

Despite my enjoyment, I think the weakest part (and the only majorly critiquable aspect) is the bosses, which generally suffer from telegraphing and speed issues.

I'd recommend you to play this if you have a spare 2 hours, since it is quite fun.

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An utter delight! Bump combat revival!!!

Of the caves I found I think there were only 2 I wasn't sure what to do with... Pretty sure they would've gotten me the secret sword and shield, so I wound up fighting the final boss without them. It was hard! I had to spend time analyzing and practicing the attacks/sequences. I never fully figured out the logic behind what attacks are chosen, but I definitely gradually got more confident. After a break, I managed beat it by the skin of my teeth and my heart was POUNDING! Incredible. Just perfect.

I really enjoyed the design notes too. Some really interesting thoughts in there. It definitely made me think about my own project in some different ways. It's great to hear about design done in a more intuition-based/vibes-based/"because i thought it was cute" way, as opposed to the extremely common (and frankly exhausting) rules/mechanics/Game Design way. Your mindset here is something all us gamedevs should embrace more. Thanks for writing that doc!

I will be shouting about this game for a long time!

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