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Fainspirit

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A member registered Jun 09, 2020 · View creator page →

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You're good, the lack of a tutorial tripped a LOT of people up. I didn't think it would be as much of an obstacle as it was!

I look forward to hearing about your experience when you give it another try!

Thank you! I'm happy to hear you had fun with it!

I'm used to experimenting or reading a manual, the lack of proper tutorial was a bigger problem than I anticipated!

Sorry about the first level, we got the enemies working in the last few days and I never got around to tweaking the spawn amounts. I've seen some examples where the first area has a lot of enemies all at once.

I've wanted to make a game using this kind of upgrade system for quite a while, so I'm glad to finally have gotten to do so! There's a good chance it'll show up somewhere again 😇🪽

Half the reason there are 4 areas is because I wanted to make a bunch of different aesthetics for the areas haha. It ended up making the game a bit longer than intended so we probably could have cut some floors.

Thank you! Did you have a favorite weapon or character design?

Thanks! I'm glad you had fun with the upgrade system and the different areas!

The map does have an icon for the portal once you've found it (a purple dot) but it can be a bit hard to see. I wonder if it would have been a good idea to add an outline around it for better contrast.

Good call about the upgrade management - we put it in the bag just to make it very robust so you don't lose upgrades in an edge case, but I did run into that problem once myself during testing.

Glad you liked the ninja, I was worried the mechanic wouldn't be clear but people generally seem to enjoy the fight after figuring it out.

After the fourth boss, the flower, it eats you and you end at the title screen again. Your build gets consumed to be used at the third boss during the next loop. The loops should be playable, they worked fine in editor and Firefox web build, but we had been fighting a camera but that I thought I fixed but maybe not?

Thanks for playing! Sorry the gameplay wasn't explained that well.

The core loop is that you open the pink flower bulbs and get new weapons (fruit) and upgrades (flowers). You put the flowers in the fruit to give them new effects like extra damage, different projectile movement, or a lunge!

I don't remember, I think I had maybe 7 or 8 types? Nothing above 3* though.

I was using Firefox, so that would make sense!

I burnt so many brats.

Very cute! The minigame was simple but carried by the hilarious story.

Well done!

The art is so soft and cute, bravo!

The fishing game is satisfying too. I kept baiting the hook with different colors and combo and wasn't getting anything new, maybe I was unlucky?

Cute little game with nice art and music!

Sometimes it was hard for me to notice what changed on each loop. Loved the cat jumping behind the fence!

Mmmmmh fleurons.

The diary entry is very cute. I love the concept but could not figure out how to actually get a butterfly D:

The caterpillar and art were still very cute though!

Very cozy, very melodic! What an interesting mix of genres this was.

I adored Mr. Pebbles so much. He keeps up quite well!

A small annoyance is that my cursor was perpetually drifting down and to the right, except for right when I looked at an object D:

I love the art style on this, very funny!

Blue sheep was the MVP, with multiple wins in a row!


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Cute and fun game! I like the look of all the bouquets and how they manage to be so different!

My only complaint is that you have to wait each time for the animation to complete before adding the next flower, but that's pretty minor. Great work!

Cute premise and game loop, it's surprisingly fun to run around and help with all their work!

I noticed that often when I went to grab an object, that it would instead pick up a different one farther from me / my cursor. It would also be nice to have the option to cycle your stack, so you can drop the one you want.

I like the massive berries and the progression day by day!

The animation when you hold them over a strawberry is hilarious, as are the icons in the shop.

Hotkeys to select tools would have been nice, but they aren't needed! The tractor upgrade felt entirely useless (I didn't buy it until I had all the bottom row finished) and the fertilizer I never felt the need to upgrade past level 1. I just had my one 3x3 that I insta plant and watered, and all the guys came to grab the berries.

Funny incremental, the duckling sprites were quite cute and silly!


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Cute game, I love the character and map art!

The spell mechanic reminds me of the DS Game "Lost Magic"

It would have been nice if all the assets were the same resolution though.

Cute game! Hes GROOVIN! The "dance" to inform mechanic was cute.

Sadly I could not grab more than 3 flowers 

I loved it! Very cute art, lovely music! The concept of a rhythm-based platformer really lands well here!

Such cute worldbuilding and a neat mechanic! Got Pokemon Ranger vibes from it. I wasn't able to figure out what kanji it *wanted* me to draw, so I was glad I could bruteforce it, since I had to.

Mayor Knitsune is such a peak name. Also very cute. As were the lil lion guys (and really, all the yarnkai)

Making the needle cursor go up and to the left instead of down and to the right was very awkward at first haha. Some of the text was hard to read.

Also wasn't sure what to do after getting fried tofu the second time... was it a bug that I was able to offer it right away when I got to the village? (Is catching the sprouts meant to be the first quest?)

I got stuck after dying to the enemies left of the village, and Knitsune kept warning me to be careful but I could sadly not go back over there!

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Absolute favorite of the jam so far!

Getting MAJOR "love letter to Celeste" vibes here, especially from the cutscenes (and now, the "B Side" stages and butterflies...) I adore the artstyle!


The "trees" section with the spiked vines early on had some funkiness with the camera snapping to upper platforms that made it hard to keep track of the player (and thus control) and some camera funkiness overall.

It was also very rough to be introduced to the cloud mechanic DURING that frustrating section.


It's bittersweet how short the third loop was...



Fun little endless runner. Great aesthetics. 11/10 would get stuck on a log and sprout again.

If the description didn't tell me that the jump grew a tree, I don't think I would have noticed!

Neat game, fun concept with increasing the limit if you are too reckless.

The physics felt a little hard to control, but it contributed to the difficulty and intent of the game so it wasn't offputting!

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Very cute! I liked all the different "game modes" that you could find and how a lot of it was non-combat too! It did get repetitive seeing the same stage a bit though.

 The UI and enemies felt cohesive and I like the use of the nontraditional healthbar!

The detail of resting on the stump was very cute!

Cute game, nice art. I think I found all the spots but I wasn't sure.

The clouds and droplet are so cute! I also really really like the environments you drew!

I love these kinds of games! The trail behind was a nice touch, and the acorn collision felt a little weird. All in all, it was very fun demolishing the ecosystem :D

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Very fun physics puzzle game! It took me reading the comments here to figure out how to rotate the objects, I recommend adding q/e or mouse wheel support for it! Undo / remove object would also be LOVELY!

I ADORE the opening scene where his mushroom gets stolen!

The anthill and tornado were both very fun to use! I also liked the muddy ground a lot. The tornado sprite is peak.

I managed to get the mushroom stuck in the rock on this level! Is the second set (rain stages) the end?

Cute game, I appreciate the seeming lack of a timer so I can just cook at my own pace. Very lovely models and imagery!

I wasn't sure if there was any reason to prepare orders for either of the timelines, so just did the bakery for a while.

Cute game, wasn't really sure what to do? I got some orange bar (pollen?) and made bees follow me, and scared a few butterflies which was cute!

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What a cute and cozy game! I had a lot of fun deciding what assignments to give and then playing it out. The routing decisions, while awkward early, were very fun later on!

I also appreciate the fun facts between days and the ambiance of the storm coming etc with the music. The bear and other events were fun. I also liked the character designs and story a lot!

I initially had trouble keeping up with watering the patches and grabbing the honey, I realized a few days in that it's a good strategy to water at night so you don't start with dead flowers!. I also didn't realize at first that some patches needed to be watered multiple times. I chose the barrel upgrade, which did quite help with watering, but wasn't able to afford the extra yield upgrade until very late since I had to feed the bees, ward storms, etc! I had planned to get it the next day.

I also would expect to not need to water the plots during the rain.

What other queen outcomes are there? I tried to do what I felt the "responsible" thing (as someone with 0 apiarist experience) and got "she's a bit all over the place."


Cute co-op game! Played it with my roommate and we had fun.

I wish I could know when a watering can was low / out and could be used as an attack. We also spent a lot of time running into each other repeatedly which felt like it was just "who can quickly grab the crop and turn around" which did work okay!

It was very fun stealing the others' crops!

Thank you for the detailed feedback!

Yeah, we didn't put as much focus on UX as we should have, the lack of tutorial or prompting in general is a bit pain point that keeps coming up.

Part of why there are four areas is because I wanted to be able to make a bunch of different aesthetics and enemy types, but the amount of floors in each one made the length to a bit higher than intended.

Thank you! It was very fun to watch you play and I'm very happy you enjoyed it!

Thanks! I'm glad you enjoyed the upgrade system!

Thanks for the detailed review! The weapon building system was my main focus for the game, so I'm glad you had fun with it!

Hey! I saw your ad in the B1T / Comfy Jam server, and we ended up using a bunch of these tracks for our game, Fleurish!

https://fainspirit.itch.io/fleurish

Thanks! I'm glad you enjoyed the art and upgrade system! 

The customization screen arrows aren't actually real buttons, it's just one button that advances to the next option. Mouse support there is more of a bonus, as we had to target keyboard/controller only for the sake of time.

The projectiles is sorta intentional/known - the player's hitbox is at their feet, while the projectiles spawn from their center. This is so that they can have extra space to move around and can appear "above" the wall, but does lead to some weird interactions with projectiles... Maybe we could have had the edge of the walls not have collision so the projectiles work in this case? (and they would be easier to use in hallways too!)