Thank you!
Fainspirit
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Thanks for playing, I'm glad you liked it! I wanted to have a little story even if it wasn't super complex.
The random lightning strike is a 1/10,000 chance per tick (1/60s) and was meant to have a sprite to make it clear - the original idea was that random crazy things happen and that's one that made it through to the end. I still have mixed feelings about making bananas able to poison you but it felt thematic to let that stay a possibility.
I ran out of time for some mechanics (namely the rest of the statuses and the enemies that would use them against you) but time constraints are what they are. Did you find the flippers and go around the water at all? (there are a few extra chests to get but nothing major)
The main gimmick was really hard to balance... I've gone whole runs with nothing failing and I've had them break on the third use... it's a 1% chance per use for the items that can break.
I never tried walking to the moon... It wasn't deliberate but I agree that it's fitting! I think I did mark all the "solid" tiles as walkable but the collision has been a bit buggy in ways I never ran into when testing so it could also be that.
I adored this game - very cute premise with really fun gameplay!
My only complaints are that a few of the jumps felt blind and ended up with landing on slimes the first time through and that since you take damage from lightning, you have to hold in the direct button the whole time toward the end.
Thanks for the web version!
Fun game, cute story! Liked the graphics and sound and it had a good GameBoy feel. The tutorial/intro could use a little more clarity, since it wasn't immediately clear when the shop and other things were open and how the game was meant to be played.
The first time we played it, we put the odds of fishing at 1% (to potentially hit it sooner). What we did not realize was that fishing was a minigame! I thought it was just a cutscene, and was sad to never hit it in the 96 tries. Then in town, we learned there was a shop and recycling... but we never got any trash.
We then did a new run, actually catching and selling trash. We bought 3 clovers (extra luck) and figured it would be okay to give some away... and doing to completely removed the benefit of a clover and (seemingly) brought it back down to 10%. At the dock it's clear it still applies but the fish did not say so. It DOES seem to have removed the extra luck the mirror gave though, which combined made it pretty demotivating.
Sorry about that! I was worried about people mashing through the text and accidentally taking an item into their first slot which is why confirm is Start not A. Hopefully it didn't cause too much frustration!
Did you use the beds (town, in the castle, and just outside the castle) to heal very much or did you die to a particular fight or softlock with the cracked floor?
Thanks! I wanted to add damage indicators but ran out of time for it.
The lightning strike (cued by sound, !!!!, and damage) was supposed to have a visual but it wasn't working and I ran out of time. Some things I wasn't sure how to indicate without breaking gameplay flow with a text box (which is why the only indicator most things have is a sound a !/!!/!!!/!!!! for bad luck rolls.
Do you have any suggestions or ideas for what you would like to have more clearly indicated and how?
Thank you and I'm glad you liked it!
Yea, the difficulty can be a bit variable due to the break mechanic (~1% per use on most items), but some items do more or less against certain enemies (all the magic rods instakill slimes but they resist a lot of swung weapons, for instance).
I'm so curious where these crashes are coming from because I didn't run into them at all in testing but multiple people have reported it. I'm pretty sure it's a web only issue, but do you remember what the error was that was in the console?
If you do want to give it another go, you can rush the end in the castle with 60 kills/souls by going up the big stairs, most of the castle is optional for extra items. There is also a chest dupe you can exploit that I left in on purpose - open the chest slightly from the side to only open half the chest.
Cool game and I liked the buildup to the top down section! It was fun to explore the dungeon!
- I missed that I was supposed to talk to the altar, so did quite a bit of exploring with no bow, ended up with 52 arrows and died to a boulder(?) in the dark room. Died and accepted a continue and then realized that I needed to talk to it - finally got the bow!
- I did not realize during the walking section that I could sprint or jump so it was a bit slow
- The dark rooms were a bit frustrating being unable to see the pits - maybe have a lightning or something that reveals it occasionally?
- I appreciate the abundance of arrows!
- What does the target do in the upper room?
- Encountered a softlock when going through a door during the die roll - it made all directional inputs shoot arrows and I could no longer move.
Fun game but the approachability is rough. This isn't a control scheme I have a ton of experience with, but I played it enough to get past the first screen. My only real complaint is that the "put a bomb below you" command is both buttons at once (maybe select / b / a as options for the bomb?) and if you misinput you fall too. Given how precisely you need to input and time things, I was more frustrated at the controls than the level and mechanics!
Thank you for supporting controller as well!
Very fun concept, I liked the random ammo and it felt pretty good to play!
- The camera moving where you faced felt really good!
- It would be great to be able to hold a direction to buffer it when you land, instead of needing to wait to press it until you do
- I had to click to get past the main menu, at what point there was no longer controller support?
- I loved the cannon hallway where they blew themselves up 🫠
- Great use of "being unlucky"- I often shot the lob bomb when a slime was in my face!
- Despite that, the plentiful healing made it feel like mistakes or bad RNG was forgiving enough
Very fun game! I quite enjoyed it!
- Controller support would have been great!
- Would have liked a shoot sound when attacking zombies at night
- We rammed the car into the zombies at the pharmacy to get more medicine since I was low on health (expecting damage to the car) but got no medicine despite "grabbing a lot" and ended up dying for some reason instead
- It would be cool if the car "stopped" when you "got somewhere"
- Ghosts at night are apparently immune to the gun (makes sense) - maybe salt was needed? We didn't have enough resources to put it out though and lost a lot of health just to ghosts.
- It would be nice to know when night will be ending and also maybe heal a little bit from making it through the day
Edit after playing a second run (which we won!):
- I LOVE THE ZOMBIE BEAR! Without the SMG I don't know how I could have stopped them though
- Saved a man and he joined which was really cool.
- The birds fly so fast it's impossible to catch them sometimes with how slow the cursor moves
- We got medicine from the hospital after being told "you are malnourished"... and immediately catch dysentery and "you need to find medicine"... We had medicine?
- The bears eating on the fence didn't fall over when they were killed
Overall pretty fun! Some things weren't very clear or communicated on the first run. While not super important due to the genre, it was frustrating needing to restart or have a disadvantage because I wasn't understanding what was happening.
- Not a fan of how much "unavoidable" damage there was - as in you needed to know the level already. This was partially due to how the camera worked, there were a number of blind jumps that ended up on saws/fireballs.
- I got slippy on the tower level and by the time I was able to get the smiley and remove it, the timer was gone instakilling me.
- It would be great if the camera was ahead of the player instead of behind so you can see where you're going.
- I suspect it was a level gimmick, but it was unclear that "unable to stop" (stage 5 I believe?) was part of the mechanics and not a bug.
I'm glad you enjoyed it and like the art! Thanks for the feedback!
Item break chance is ~1% per use, so the gun blowing up soon after is really unlucky, sorry you got stuck!
The game is intentionally a bit difficult (being able to get unlucky breaks or items in the first place), but has healing fairly plentiful to try to offset some bad luck. I've gone the whole run without an item breaking and I've had it break in three uses... Stick and perfume never break if you want to give those a go without worrying about the breaking.
Do you remember what you were doing for the crash? You're the second one who mentioned a crash but I didn't run into any in the past few days of test runs so it's either a build issue or a situation I didn't get into enough...
The cats are just there to be cute and make you trip, they don't actually affect anything else
Thank you! Originally it was going to be more of a boss and enemy rush, but I wanted to add more of a world to explore and find things in. That's why dying resets it (and why the items are random) - it's a roguelike in many ways.
Sorry about the bugginess with text boxes, was trying to fix them but needed to put time in to work on the boss fight!
I wanted to make enemies flash when hit but I ran out of time for that. Hopefully the audio cue helps though I know the audio is a little unbalanced for some sounds volume wise.
There's a chest in the house with a tool (all tools are random) in case you missed it, and you can stay at the inn (A on bed) to fully heal as often as you'd like! There are also a few healing items you can find if you explore in and near town really well!
I made it by spending far too much of every day working on it, but I've been prototyping similar games for a while so had a good idea how to go about it!
Very cool game, I really enjoyed the possession mechanic. It would be nice for it to last a little bit longer, even if it was slightly weaker to compensate as it felt like a lot of work for a somewhat mixed payoff.
If you kill too many enemies during possession, their orbs despawn by the time you go back to being a ghost.
The horn sound when collecting full courage felt out of place but was welcomed to know when my courage was full.

