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Rambling Indie Games

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A member registered Feb 07, 2019 · View creator page →

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Thank you :)

Very cool indeed.

Reminds me of tempest a bit.

The colors should probably change as your speed increases to denote you've made progress.

Could have collectables to grab.

The music is a bit repetitive and could do with an alternate section perhaps.

Overall, nicely done.

You will find a fox that tells you what you have to do.

Thank you! Were you playing with a gamepad or the keyboard? The gamepad controls are very much broken and are being rewritten for our next update. So glad you enjoyed the game. There will be more levels in the near future.

(3 edits)

Anyone who purchases the project file is entitled to up to 1 hour of FREE one-on-one technical support through Rambling Indie Games, LLC.

Further support beyond an hour, may be paid for on an hourly basis at the discretion of Rambling Indie Games, LLC.

Support includes:

  • Using animated tilemaps in your Construct 3 project
  • Understanding how the animated tilemaps technique works
  • Any questions regarding the purchased Construct 3 project.


To request support, send an email to contact@ramblingindie.games with the subject:

"Animated Tilemap Support"  and someone will get back to you as soon as possible. 

Thank you for supporting our future developments!

Thanks for playing.
There will be many changes in the full retail edition of the game that we are working on.
There will be a level select system, but crawling doesn't really fit the theme too well here. It's supposed to be somewhat challenging and getting stuck on an obstacle and getting caught by the predators is part of that challenge. It's a bit of a throwback to games of old where without warning you end up dying from a misstep or some enemy comes out from nowhere. Granted most games these days are made to be played at a breakneck speed with reckless abandon, Gelda was not made to be played that way. 

We are planning to zoom the view out a bit to give players more to see.

We are happy that you liked playing the game. Replaying levels is something that is being considered as we expand the game world, it's mechanics, and flesh things out further. Thanks for playing! :)

Thanks a million for the kind words!

Did you play the original release or the updated release?

The update has a lot of bugfixes and the controls were adjusted to be more playable from the feedback we've received from the community.

We are so glad you enjoyed the jam edition, and are indeed going to be extending the game. 

Thanks for playing! We're glad you enjoyed the game!

Please play the updated version, you will like it much more.

Also... the textboxes in the game that popup when you're playing contain vital information.

To answer your questions you asked during the play:

All graphics were created by Rachel Marks, and all Music and game programming was done by Richard Marks.

There is one more level in the jam edition to get through, and there are 3 sketchbook pages to unlock by collecting all the sketches in the levels.

Thanks for playing. We really hope that you like the update.

Today we are unleashing an update to Gelda with a bunch of fixes that we hope you will like.

  • Abi is not based on velocity anymore and works more like a double-jump
  • Gelda can now let go of Abi while gliding
  • Text boxes now are destroyed correctly
  • Troll disappears when you get far enough away so you are not stuck/trapped anymore
  • Gelda can now duck to look down to avoid leaps-of-faith
  • Checkpoints now work correctly and do not activate before being reached
  • Fixed collision issues in the Misty Wood - 2 level
  • Reduced death/respawn sequence time
  • Reduced time for level name screen for faster play
  • Added option to quit to title during playing via the pause menu (press ESC to pause)
  • Cleaned up major graphics splicing issues
  • Optimized rendering and collision checking to reduce lag

Please give the updated game a whirl and let us know your thoughts.

Today we are unleashing an update to Gelda with a bunch of fixes that we hope you will like.

  • Abi is not based on velocity anymore and works more like a double-jump
  • Gelda can now let go of Abi while gliding
  • Text boxes now are destroyed correctly
  • Troll disappears when you get far enough away so you are not stuck/trapped anymore
  • Gelda can now duck to look down to avoid leaps-of-faith
  • Checkpoints now work correctly and do not activate before being reached
  • Fixed collision issues in the Misty Wood - 2 level
  • Reduced death/respawn sequence time
  • Reduced time for level name screen for faster play
  • Added option to quit to title during playing via the pause menu (press ESC to pause)
  • Cleaned up major graphics splicing issues
  • Optimized rendering and collision checking to reduce lag

Please give the updated game a whirl and let us know your thoughts.

Today we are unleashing an update to Gelda with a bunch of fixes that we hope you will like.

  • Abi is not based on velocity anymore and works more like a double-jump
  • Gelda can now let go of Abi while gliding
  • Text boxes now are destroyed correctly
  • Troll disappears when you get far enough away so you are not stuck/trapped anymore
  • Gelda can now duck to look down to avoid leaps-of-faith
  • Checkpoints now work correctly and do not activate before being reached
  • Fixed collision issues in the Misty Wood - 2 level
  • Reduced death/respawn sequence time
  • Reduced time for level name screen for faster play
  • Added option to quit to title during playing via the pause menu (press ESC to pause)
  • Cleaned up major graphics splicing issues
  • Optimized rendering and collision checking to reduce lag

Please give the updated game a whirl and let us know your thoughts.

Today we are unleashing an update to Gelda with a bunch of fixes that we hope you will like.

  • Abi is not based on velocity anymore and works more like a double-jump
  • Gelda can now let go of Abi while gliding
  • Text boxes now are destroyed correctly
  • Troll disappears when you get far enough away so you are not stuck/trapped anymore
  • Gelda can now duck to look down to avoid leaps-of-faith
  • Checkpoints now work correctly and do not activate before being reached
  • Fixed collision issues in the Misty Wood - 2 level
  • Reduced death/respawn sequence time
  • Reduced time for level name screen for faster play
  • Added option to quit to title during playing via the pause menu (press ESC to pause)
  • Cleaned up major graphics splicing issues
  • Optimized rendering and collision checking to reduce lag

Please give the updated game a whirl and let us know your thoughts.

Today we are unleashing an update to Gelda with a bunch of fixes that we hope you will like.

  • Abi is not based on velocity anymore and works more like a double-jump
  • Gelda can now let go of Abi while gliding
  • Text boxes now are destroyed correctly
  • Troll disappears when you get far enough away so you are not stuck/trapped anymore
  • Gelda can now duck to look down to avoid leaps-of-faith
  • Checkpoints now work correctly and do not activate before being reached
  • Fixed collision issues in the Misty Wood - 2 level
  • Reduced death/respawn sequence time
  • Reduced time for level name screen for faster play
  • Added option to quit to title during playing via the pause menu (press ESC to pause)
  • Cleaned up major graphics splicing issues
  • Optimized rendering and collision checking to reduce lag

Please give the updated game a whirl and let us know your thoughts.

Today we are unleashing an update to Gelda with a bunch of fixes that we hope you will like.

  • Abi is not based on velocity anymore and works more like a double-jump
  • Gelda can now let go of Abi while gliding
  • Text boxes now are destroyed correctly
  • Troll disappears when you get far enough away so you are not stuck/trapped anymore
  • Gelda can now duck to look down to avoid leaps-of-faith
  • Checkpoints now work correctly and do not activate before being reached
  • Fixed collision issues in the Misty Wood - 2 level
  • Reduced death/respawn sequence time
  • Reduced time for level name screen for faster play
  • Added option to quit to title during playing via the pause menu (press ESC to pause)
  • Cleaned up major graphics splicing issues
  • Optimized rendering and collision checking to reduce lag

Please give the updated game a whirl and let us know your thoughts.

Today we are unleashing an update to Gelda with a bunch of fixes that we hope you will like.

  • Abi is not based on velocity anymore and works more like a double-jump
  • Gelda can now let go of Abi while gliding
  • Text boxes now are destroyed correctly
  • Troll disappears when you get far enough away so you are not stuck/trapped anymore
  • Gelda can now duck to look down to avoid leaps-of-faith
  • Checkpoints now work correctly and do not activate before being reached
  • Fixed collision issues in the Misty Wood - 2 level
  • Reduced death/respawn sequence time
  • Reduced time for level name screen for faster play
  • Added option to quit to title during playing via the pause menu (press ESC to pause)
  • Cleaned up major graphics splicing issues
  • Optimized rendering and collision checking to reduce lag

Please give the updated game a whirl and let us know your thoughts.

Today we are unleashing an update to Gelda with a bunch of fixes that we hope you will like.

  • Abi is not based on velocity anymore and works more like a double-jump
  • Gelda can now let go of Abi while gliding
  • Text boxes now are destroyed correctly
  • Troll disappears when you get far enough away so you are not stuck/trapped anymore
  • Gelda can now duck to look down to avoid leaps-of-faith
  • Checkpoints now work correctly and do not activate before being reached
  • Fixed collision issues in the Misty Wood - 2 level
  • Reduced death/respawn sequence time
  • Reduced time for level name screen for faster play
  • Added option to quit to title during playing via the pause menu (press ESC to pause)
  • Cleaned up major graphics splicing issues
  • Optimized rendering and collision checking to reduce lag

Please give the updated game a whirl and let us know your thoughts.

Today we are unleashing an update to Gelda with a bunch of fixes that we hope you will like.

  • Abi is not based on velocity anymore and works more like a double-jump
  • Gelda can now let go of Abi while gliding
  • Text boxes now are destroyed correctly
  • Troll disappears when you get far enough away so you are not stuck/trapped anymore
  • Gelda can now duck to look down to avoid leaps-of-faith
  • Checkpoints now work correctly and do not activate before being reached
  • Fixed collision issues in the Misty Wood - 2 level
  • Reduced death/respawn sequence time
  • Reduced time for level name screen for faster play
  • Added option to quit to title during playing via the pause menu (press ESC to pause)
  • Cleaned up major graphics splicing issues
  • Optimized rendering and collision checking to reduce lag

Please give the updated game a whirl and let us know your thoughts.

Today we are unleashing an update to Gelda with a bunch of fixes that we hope you will like.

  • Abi is not based on velocity anymore and works more like a double-jump
  • Gelda can now let go of Abi while gliding
  • Text boxes now are destroyed correctly
  • Troll disappears when you get far enough away so you are not stuck/trapped anymore
  • Gelda can now duck to look down to avoid leaps-of-faith
  • Checkpoints now work correctly and do not activate before being reached
  • Fixed collision issues in the Misty Wood - 2 level
  • Reduced death/respawn sequence time
  • Reduced time for level name screen for faster play
  • Added option to quit to title during playing via the pause menu (press ESC to pause)
  • Cleaned up major graphics splicing issues
  • Optimized rendering and collision checking to reduce lag

Please give the updated game a whirl and let us know your thoughts.

Today we are unleashing an update to Gelda with a bunch of fixes that we hope you will like.

  • Abi is not based on velocity anymore and works more like a double-jump
  • Gelda can now let go of Abi while gliding
  • Text boxes now are destroyed correctly
  • Troll disappears when you get far enough away so you are not stuck/trapped anymore
  • Gelda can now duck to look down to avoid leaps-of-faith
  • Checkpoints now work correctly and do not activate before being reached
  • Fixed collision issues in the Misty Wood - 2 level
  • Reduced death/respawn sequence time
  • Reduced time for level name screen for faster play
  • Added option to quit to title during playing via the pause menu (press ESC to pause)
  • Cleaned up major graphics splicing issues
  • Optimized rendering and collision checking to reduce lag

Please give the updated game a whirl and let us know your thoughts.

Today we are unleashing an update to Gelda with a bunch of fixes that we hope you will like.

  • Abi is not based on velocity anymore and works more like a double-jump
  • Gelda can now let go of Abi while gliding
  • Text boxes now are destroyed correctly
  • Troll disappears when you get far enough away so you are not stuck/trapped anymore
  • Gelda can now duck to look down to avoid leaps-of-faith
  • Checkpoints now work correctly and do not activate before being reached
  • Fixed collision issues in the Misty Wood - 2 level
  • Reduced death/respawn sequence time
  • Reduced time for level name screen for faster play
  • Added option to quit to title during playing via the pause menu (press ESC to pause)
  • Cleaned up major graphics splicing issues
  • Optimized rendering and collision checking to reduce lag

Please give the updated game a whirl and let us know your thoughts.

Today we are unleashing an update to Gelda with a bunch of fixes that we hope you will like.

  • Abi is not based on velocity anymore and works more like a double-jump
  • Gelda can now let go of Abi while gliding
  • Text boxes now are destroyed correctly
  • Troll disappears when you get far enough away so you are not stuck/trapped anymore
  • Gelda can now duck to look down to avoid leaps-of-faith
  • Checkpoints now work correctly and do not activate before being reached
  • Fixed collision issues in the Misty Wood - 2 level
  • Reduced death/respawn sequence time
  • Reduced time for level name screen for faster play
  • Added option to quit to title during playing via the pause menu (press ESC to pause)
  • Cleaned up major graphics splicing issues
  • Optimized rendering and collision checking to reduce lag

Please give the updated game a whirl and let us know your thoughts.

Today we are unleashing an update to Gelda with a bunch of fixes that we hope you will like.

  • Abi is not based on velocity anymore and works more like a double-jump
  • Gelda can now let go of Abi while gliding
  • Text boxes now are destroyed correctly
  • Troll disappears when you get far enough away so you are not stuck/trapped anymore
  • Gelda can now duck to look down to avoid leaps-of-faith
  • Checkpoints now work correctly and do not activate before being reached
  • Fixed collision issues in the Misty Wood - 2 level
  • Reduced death/respawn sequence time
  • Reduced time for level name screen for faster play
  • Added option to quit to title during playing via the pause menu (press ESC to pause)
  • Cleaned up major graphics splicing issues
  • Optimized rendering and collision checking to reduce lag

Please give the updated game a whirl and let us know your thoughts.

If you could create a simple testing project for macOS that lets you test all the controller buttons, I could run it and then tell you which buttons my controller come up as

Really LOVE the aesthetic you've got here. It's a lot of fun to play. My only complaint is that not one single button on my xbox one s controller is mapped to the shoot action, so I have to no way to shoot and play with the controller. 

I managed to jump my way through 2 levels, and then tried again with the keyboard and got through a couple more before getting stuck where there are three robots? enemies in a shaft that move left to right and kill me no matter how I time it.

Love the music and the art, and if you can fix the controller issue, I'd love to play more. :)

Wow, thank you for the very in-depth review of our game! We acknowledge that there are many small issues (and a few less minor issues) that we need to fix, and several things were discovered after we released the game for the jam. We have every intention to fix all the issues that have been pointed out, and add quite a bit more content for the player to consume. There will be more environments, creatures, and things to do overall in the game. New mechanics, and minigames to break up the gameplay.

We started working on the game after the jam started, and the levels were designed within only 2 days. We had little time to fully-test everything, and knowing the level design, we didn't end up with as much of an issue of leap-of-faith because we knew what was coming up. That was a miss on our part.

Thank you again for playing, and for taking the time to write up a detailed review.

Thanks for the coverage!

You were soo close to finishing the Pit level.

For a drawing tablet, our artist recommends the Wacom Intuos. For something with a screen, the Microsoft Surface, or if you are looking for something with more power, the Wacom Mobile Studio Pro which is what was used to create the art for Gelda.

  • Made with Construct 3
  • Construct 3's visual event scripting was used
  • All the artwork was created with CLIP Studio Paint

We are really happy to hear you are enjoying the game!

There is much still planned for the future for Gelda, so keep an eye out for announcements and if you're not already, follow us on twitter @ramblingindie

Thank you!

Thanks so much for the feedback! We are really glad you enjoyed the game. Yes, we are certainly going to fix the player re-spawn rate issue, along with several other minor issues.

Difficulty setting is a good idea! We will add this to the list of things to consider for the next update. Thanks for playing!

Our 5 year old son just discovered that bug yesterday.

The death-collider from the upper level is exposed and should have had a solid collider blocking it from being hit from below.

It will be fixed later when we update the game.

The possibility is being considered.

We are glad you enjoyed the game. We wanted to try something a little bit different with the jumping, but we will probably be changing it to something that is more accessible to everybody, or maybe have some kind of user-options where they can tweak the controls to their own play-style.

And, yes. Yes, they are. :D

Thanks so much!

We will be making future updates to the game, and one of the items on our list of things to fix is the delay between dying and playing. The controls will be overhauled to be more responsive as well.

Thank you very much for your kind words. We enjoyed making it, and hope to bring more joy to players of Gelda in future updates. :)

The death sequence timing will be reduced in a future update. Getting past the first hill obstacle just requires some patience and nimble fingers. Just approach the hill and jump and after your player is falling, press jump again to use Abi to boost yourself high up and press to the right and glide over to the hill.

Thanks for playing. We hope you enjoy playing Gelda more after you get used to the controls.