Hello, we have started to make a game idea and are looking to expand. For the project, we are planning to make a solid game prototype/demo that we can all use for portfolio work and to share skills. If it’s received well, we will be looking for ways to fund the project and pay us all.
jamesy577
Recent community posts
Hey, thanks so much for the kind words and for taking the time to leave a review really appreciate it! I put a lot of work into the art for this project (we all did, honestly), so it means a lot to hear that it’s landing well.
Yeah, the foreground trees are definitely a bit much right now totally agree. In the next update, we’re planning to either remove them or make the player much more visible through them. For the final version of the game, we’ll likely only use them very sparingly, if at all.
Thanks again for playing more improvements coming soon!
Hey! Really glad you enjoyed it.
We’ve definitely been toying with the idea of an underwater animal though we’re not sure we’ll go with a bear, since it might end up feeling too similar to the wolf in terms of role and silhouette. That said, the idea of picking up and throwing enemies is very cool, and something we honestly hadn’t considered yet so thanks for that!
The next two forms we have planned (as part of our stretch goals) are a chameleon and a tarantula, and we’re hoping those bring some fresh and fun mechanics into the mix. If the game does well post-launch, we’re planning to explore new zones and additional forms through DLC and yes, potentially a whole underwater biome with a dedicated swimming form!
As for the level-up system right now it’s super basic, just affecting damage scaling and some hidden stats. But we’re planning to evolve it into something much deeper kind of like a simpler version of Final Fantasy X’s Sphere Grid. So as you level up, you’ll be unlocking new abilities and stat boosts specific to each animal form in a way that gives players more choice and progression clarity.
Thanks again for playing and for the solid feedback it’s always exciting hearing how people engage with the ideas we’re building out.
Thanks so much for the thoughtful feedback it really means a lot and you've picked up on a lot of things we’re actively thinking about.
Right now, the game is built using a modular system to see how far we could push visual fidelity while maintaining flexibility. We've managed to hit a pretty high bar, but as you pointed out, there are trade-offs. Our plan (if funding comes through) is to use this system to build levels quickly and then I’ll go back in and fully paint over each area, treating them like bespoke illustrations while still keeping key modular elements to preserve consistency across zones.
In terms of UI the only element that's more or less final is the animal wheel. Each animal form has 20+ unique pieces of artwork tied to it, and we’re really proud of that design. Everything else UI-wise is just placeholder right now quickly polished to look serviceable but nowhere near our intended final pass.
For the animal forms: totally agreed. The raven’s changes have really helped it stand out, and you’re right that the wolf and hare still feel too similar. Realistically, being four-legged land mammals, their core movement will always be somewhat alike but we’re working on adding more flair and unique animations to differentiate them better. We also have stretch goals that include new forms like a spider and a chameleon both of which should open the door to much more interesting traversal and mechanics.
We also have a lot planned for how the forms will evolve over the course of the full game. Each animal will unlock unique abilities for example, the wolf will get bite combos that can heal your forms, and a leap-dash attack for breaking through enemies. The hare will gain abilities like a power slam, wall-jump, and a slide to give it more momentum-based mobility. So while they feel close now, the full progression system will create more defined and varied playstyles.
If you’ve got any interesting ideas or ability suggestions for the forms, I’d genuinely love to hear them we’re always open to smart mechanical input from people who’ve spent time with the game.
Thanks again for the kind words and constructive feedback we’re going to keep building on this foundation and push it as far as it can go.