At the end, the protagonist ends up truly one of a kind.
Pretty fun game! Cool Renfield esque mechanic, and good level design!
Rudy12345mc
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Holy peak lyrics batman! In particular, I love that in the boss fight, the miniboss fairy comes back in just as the song is switching over from feeling ill from poisonous mushrooms into (the elf, or the fairy?) gambling her soul to have her feelings reciprocated!
Both songs end up tying well into each other. I love that you get the sense the fairy is more contemplative, and wants to express her feelings and thinking of the past/history of the forest made from love. Meanwhile the elf is more concerned on the moment, making sure her metaphysical forest isn't torn down by pyromaniac cats and poisonous mushrooms, starting her song talking about herself, concerning herself of her future just as she's writhing on her deathbed.
Both characters are hurt by the forest, the fairy just by navigating her way through it, scraping against it's surfaces, ready to let dangerous cats go through as she mourns through her feelings, and the elf by thoughtlessly consuming within it, consuming too much poison, unaware of the fairy's advances. One ignores the world, and the other ignores her heart. Or maybe I'm looking into that backwards I'm not sure.
Always like when fire has a "lifting" property to it, always makes it feel a bit more real. The boss felt really well designed around that mechanic, having to rise the fire into the boss while being wary it doesn't rise yourself into a bullet, or making sure to lift yourself over sweeping waves of them! Great use of fire overall as a platforming mechanic, with wings to be used as a lifeline of sorts. Cool game!
Also, just now got the ending where you don't lower Sylvie's health bar fully. lol.
Very fun chaos game. The jump height being random here certainly turned out to be an interesting challenge, think it took me until the ghost castle to fully realize that was the gimmick. After having played Cactus Block, that game helped me to realize the fun in an intense RNG factor like that. Sometimes I'll boss through a level and sometimes I have to fight sylvie's legs to survive, and I thought that was somewhat engaging!
Most levels use predetermined enemy patterns, but some, especially some secret levels, have random patterns as well, contributing to that theming well, Volcano Hellcavern being an early test of RNG endurance (and special for showcasing sylvie's incredible feat of lava swimming (or, is that water framed at sunset?)).
As another commenter pointed out, each level needs to be tackled in it's own way, some you gotta be fast, others you need to wait for the right opportunity, some you gotta go fast then wait, and some are about survival, it's a decent blend for the short runtime, alongside the variety of visual themes, particularly in the secret levels.
The Sylvie Shop is a fun and very welcome inclusion, including the incentive to grind harder levels for the things you need. It steers the game more towards being fun and trolly rather than frustrating. I ended up clearing most levels without items, but Castle In The Sky, Dive to the Utmost Depths Extreme, A Lovely Flower Field, You're a Fish Leaping At Me Extreme, and One Last Summer Finale Extreme ended up a bit too extreme, so I used them, with hearts definitely feeling the most worthwhile of them due to deleting foes.
The sounds all being self-made (I presume) vocalizations is something I've done for one of my projects, and it's delightful every time I see a game utilize that modus of sound design. This game is top tier in that regard. My favorites here include "sylvie!" "thanks!" "melone!" "ooooooooh!".
(also, it's a little thing, but the protagonist/developer thanking you for buying her items made me feel a lot less bad about buying them, good positive reinforcement!)
My final thoughts are; very silly summer game, me enjoy :). Thanks for all the fish.
Just came here from Cactus Block on adventure!
Best scores today were
3400pts 304s
3200pts 166s
Still a pretty fun game, though playing this level again really reminded me how the stakes are highest on this first level, when you lack the lifelines you build up by the later levels in adventure. Still cool though!
Ended up getting every diamond and fruit here, the gambling mechanic ended up really fun! Ended up with 9100 points at the end. Felt like I had to carefully plan my moves so as to not screw both myself and my points. Having the controls be simple yet very slippery added a good skill element to the gameplay, while emphasizing block placement.
There did come a point where I felt it was worth it to "Riichi" before every collectable, unless it was literally impossible to collect deathless, but I think that's a good reward for being skilled at the game! Kinda wish there was an option to spend 1000 to clear the screen without spawning the goal if you have less than 1000 points, but that's a pretty minor thing; if you're doing that you've probably already lost.
Cool stuff!
Any help? I was playing on version 1.1 of the game. I just combined the three broken key pieces with my inventory completely filled up preparing for Jevil, but when I got to Jevil's door, I realized that I didn't have the fixed key in my inventory. The door to Jevil won't respond to any input, and I saved over my file before realizing. Is there a way I can fix up my save file or do I have to start again? Amazing work so far by the way, I very much love everything except for this bug.
Edit: Seam was also using some of Rouxls's dialogue if you back out of selling an item, not sure if this was fixed or not.
Wowie! This game, in my opinion, was really awesome! It expanded upon the concept of more action oriented combat introduced in the ERAM fight wonderfully! The character here is delightful, the attacks are well balanced and paced, the controls feel great, and the music is awesome! It also tickles me that the alcohol themed character is a "spirit".
Normal mode I cleared on my first try, but Hard Mode hit the right secret boss sweet spot, with me taking 19 deaths and 87 hits until I learned the boss correctly. I suppose my only gripe difficulty wise is that if you're playing more defensively, the health bars can feel kind of big, but they feel pretty well paced once you learn the attacks and play aggressively, so I think it works out. In that regard, I like the addition of the Fairy assist character if you're struggling, which does damage while you're playing defensively.
The biggest bug that I found is that if you die right after using your dash move, you get locked out of using the move permanently, until you reload the entire game. I think the timer for the dash gets interrupted when you die, and as such the state never gets reset properly. The boss can also appear flipped or glowing for a moment after respawning, but that kinda adds to the character not gonna lie.







