I think we've fixed this issue in the latest update (and added a whole lot more)
Francois van Niekerk
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I think we've fixed this issue in the latest update (and added a whole lot more)
I think we've fixed this issue in the latest update (and added a whole lot more)
I think we've fixed this issue in the latest update (and added a whole lot more)
I think we've fixed this issue in the latest update (and added a whole lot more)
Sorry to hear that! Can you share more info? Are you playing on web or the downloadable build? If web, are you playing on a laptop or a phone? If downloadable, can you share your Player.log file? You can find that at (see https://docs.unity3d.com/Manual/log-files.html):
%USERPROFILE%\AppData\LocalLow\CompanyName\ProductName\Player.log
- Really cool, a lot of polish here! Adorable character and atmosphere
- Appreciate the map :)
- I found the hitboxes on the spikes a bit too big? I found it difficult to teleport through them safely, even when I was being careful
- There were a few places that required me to jump out from under an overhang and midair control to get on top of it. Those weren't so much fun
- The one heart that's blocked by a leaf felt a bit meh, cause I navigated the spikes, only to get there and discover I couldn't get the reward
- The little village was v cute. AFAICT there wasn't anything to do there?
- I couldn't find the power to unfurl the green leaves? Felt like I looked everywhere I could. In the end this became a blocker for me :'(
Nice! Quite a lot here for a jam! Here are things I noticed as I played:
- The movement is very slide-y
- The embedded web view crops out a lot. That's something you can edit with itch's settings
- When enemies are on small platforms they can quickly flip left-right and it looks like they're bugging out
- I think the character has friction with the terrain when moving vertically, so it can make it harder to jump up tall gaps
- I didn't know I could wall jump until later. Did I miss an instruction?
- Once I got the fire power, I couldn't figure out where to use it to progress. I expected it to defrost the frozen tree near the start.
Fun little experience. I got to the end with 1/2 flames and 3/8 crystals in 5:20.51. I would have played more if there was a map or the levels with a bit more distinct so I could find the rest. Don't know if there was a way to attack the enemies, but tanking them also works ;) I didn't hear any audio (noting cause you have a composer on the team?)
- It took me quite a while to figure out the attack went to the mouse - thought it was keyboard-only controls initially
- The platforming could be more polished (coyote time and input buffering)
- There were little things that looked like terminals and messages, but I couldn't figure out how to use them
- It didn't feel great when you try shoot and the orb is in a wall
- Sometimes I can jump up 2 boxes, sometimes not?
- I enjoyed getting a 2nd orb
- I fell into a pit with a down green arrow and couldn't figure out how to escape or continue :'(
Congrats to FireRuin on a 37m16s any% run. Can anyone else do better? https://www.speedrun.com/UBN/runs/yvnjl8om
Thanks for the suggestions! If I'm understanding, I think there are two suggestions here that could be considered separately:
- Enemies don't move/react indefinitely, when the player isn't doing anything.
- There is a more nuanced aiming system where the player is rewarded for careful timing (a la The Pathless).
I like the idea of 2, either what you suggested exactly or something like it. It would add some more skill potential and a higher skill ceiling, but (probably) not generally be needed to beat the game (maybe the bosses need you to do it a bit).
I'm a bit unsure of 1. On one hand I can see how it can make the game more strategic and more thinky, but I'm not sure if that's better. I think maybe part of what works is that each attempt is quite quick and you can try again in an instant. If time fully stopped like that, I wonder if it would slow the game down too much? When we tested things like this, we felt like it made the game too "turn based" and a bit less fun.
But... maybe there's a power that does something like 1? Once per attempt you can freeze time until you act again. It would allow you to insert a breather into a run to figure out your next move. I'll give it some more thought! Thanks for the feedback :)
Fun concept! It was quite tough to get more than a few gems. I tried to decrease my light and run away, but they easily caught me. The movement is very "pac-man" as in you move until you hit a wall. But it's also quite zoomed in, so I don't have much peripheral vision. Maybe it would be a bit easier if the movement was more directly controlled and this applied to enemies too, so they would stop following you and return to a patrol route or something when you turn off your light? Feels like a bit of tweaking could make this much more interesting :)




























