Yea that makes sense, you were awake too long so it's hard to sleep!
Fainspirit
Creator of
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Thank you for playing and all the feedback!
I'll tell Salestial you enjoyed the writing! I'm glad the aesthetic landed well, I originally planned for it to shift from a normal nature tileset to an ominous one but ended up doing just the color shift and a sort of middle ground for the terrain.
The page was fun to set up! I mostly tried to match vibes and make the page look appealing on its own, I hadn't even considered blending in with the gameplay haha.
We had to rush the ending due to time constraints, we originally wanted a boss of some sort that likely would have ended up being the goddess or some "dark" version of her.
As for sfx... Yeaaaah I thought if it about halfway through the jam and then completely forgot. It would definitely benefit from at the last a hit and shoot sound, probably a jump one too.
The animations and sounds are so cute and cozy!
I love the platform mechanic, unfortunately it was incredibly inconsistent when trying to get extra speed from them, as sometimes the platforms would jitter or not move. Making that smoother and indicating their movement range would make the game feel so much better!
Cute game and well executed!
Got a 490 score on my first run after letting him sit hot for a long time.
The only "complaint" I have is that the pacing was weird - long stretches of nothing, followed by everything being wrong at once! How unfortunate that this guy's phone rings while his fire alarm is going off, after he has dealt with the loud clock and leaky faucet!
Thank you! This was my first time doing higher resolution art, so it didn't quite end turning out exactly how I intended it to!
I'm quite happy with how the cutscene / prologue felt, and I agree that a similar style would have worked better for the rest of the game!
I'm glad you liked the dynamic audio and color shifting! I originally wanted the environment to get eldritch like as you got low but I ended up not having the time to do so and ended up doing only the color.
Cute game with fun mechanics! What was the intended solution for the last level? I found two:
- Do a "sheep jump" where you release the sheep near the apex of your jump, bouncing off it midair (easier to time)
- Spawn a sheep on the nightmare, use the attack to slow your fall near the end right as you spawn a sheep onto the raised platform, that you could then jump off to win (seemed theoretically possible, but very hard to pull off, I did the sheep on the platform and landed on it once each, didn't do both in one go as the first method was way easier"
I adore the visual style of this, especially the different lighting effects and environment design! I got major Void Stranger vibes from the ending... what a beautiful game and absolute masterpiece!
Input buffering and snappy platforming, the level of polish is insane.
The wind SFX in the vent sections WAS too loud imo, and maybe the ch5 music.
I adore the font you used and the transition animation! Lovely little game!
My first run I tied the high score of 37. Second I got 38, third I got 40.
There's definitely some strategy in the routing and jump positioning (such as jumping from the top of the fence without going to the sides).
Thank you for the volume slider! The sheep motion was a it jittery but I was watching the map most of the time, so it didn't matter too much!
Simple but fun, it turned into more of an idle game near the end which was neat. Very fun, satisfying visuals and sfx!
The premise is "survive as long as you can," but there's no wave counter which was a bit disappointing!
I also got a crash after a while of playing, sadly. Seems to be a memory leak?
The combat system and premise are interesting, and it was a fun little adventure! I really liked the balance between "sleep more to heal more, but it gives you less time to explore"
I also liked that there were different paths to explore!
I cleared the game in 4 days (8h, then two 6 to get checkpoints, then a 10 hour for the attack boost for the boss)
The music is a bit loud, but that's easy enough to fix on my end
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.
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?




