The Tiny World of Fiorella by strega
Help Fiorella save her tiny world from the bugs!
Game inspired by The Binding of Isaac and The Secret World of Arrietty!
Try the post-jam version if you are having a hard time.
-----------------------------------
Controls:
-----------------------------------
- WASD <- movement
- arrow keys or mouse button <- attack in pressed direction
- space or tab or mouse wheel <- switch weapons
- esc or p <- pause the game
-----------------------------------
Post-Jam Version Features:
-----------------------------------
- Complete sound track!
- Better sword range indication!
- Shiny win screen!
- Finalized graphics!
- More balanced gameplay!
- Continue from the last room when you die!
- Continual updates!
-----------------------------------
Credits:
-----------------------------------
- Vu Ha - Programmer (http://vuha.carbonmade.com/)
- Rose Peng - Artist
- Hal Helms and Johan Soriao - Musics
Game inspired by The Binding of Isaac and The Secret World of Arrietty!
Try the post-jam version if you are having a hard time.
-----------------------------------
Controls:
-----------------------------------
- WASD <- movement
- arrow keys or mouse button <- attack in pressed direction
- space or tab or mouse wheel <- switch weapons
- esc or p <- pause the game
-----------------------------------
Post-Jam Version Features:
-----------------------------------
- Complete sound track!
- Better sword range indication!
- Shiny win screen!
- Finalized graphics!
- More balanced gameplay!
- Continue from the last room when you die!
- Continual updates!
-----------------------------------
Credits:
-----------------------------------
- Vu Ha - Programmer (http://vuha.carbonmade.com/)
- Rose Peng - Artist
- Hal Helms and Johan Soriao - Musics
Ratings
| Coolness | 100% | 1 |
| Overall(Jam) | 3.78 | 28 |
| Audio(Jam) | 3.81 | 26 |
| Fun(Jam) | 3.60 | 27 |
| Graphics(Jam) | 4.30 | 21 |
| Humor(Jam) | 2.74 | 80 |
| Innovation(Jam) | 2.47 | 185 |
| Mood(Jam) | 3.52 | 36 |
| Theme(Jam) | 3.53 | 44 |
Love the look and feel. Music was wonderful. Difficulty seemed to ramp down instead of up though. At the start of the game I was very heavily struggling but as I got pickups I just zerged through until the boss (where I died). I didn't feel as if I could have fared much better against the boss no matter how I played. Didn't play the Post Jam version so that may have addressed some of those issues. I think the game could benefit from some knockback on your weapons or some way to avoid melee damage better. Overall good work!
P.S. Loved the look of the weapons. Very creative :)
@Matt Rudder - Thanks! The spawn rates for everything is a bit high in the jam version. The post-jam version is a lot more balanced I think. We're still tuning things.
@Whitetigle - I was worried about that and concerned about that and considered adding a way to rebind the controls, but giving the deadline there were more pressing things to address.
@bastiandantilus - Ah, sorry to hear that that happened. That's what we get for using random placement of objects.I should probably make it account for those specific cases or maybe we'll add bomb berries that you can collect and use to get rid of rocks.
@Jhelle - Play the post-jam version! There's an awesome win screen and music just for beating the game!
@Evil Cult - Thank you for the feedback! The game does get easier as you get stronger since we currently only have one enemy type, but it's sort of rewarding that way. We'll be sure to spice things up more in later versions.
The post-jam version is a bit more balanced in terms of drop rate and enemy attacks. There is better knock back and feedback for the the pushpin in the post-jam version, too. Give it a try!
Just played through the Post-Jam and I do think I had a better time with it than my first playthrough. Really love that music! Still haven't managed to beat the boss! Perhaps some sort of block could be added to the game? I feel like there's not much I can do against that guy. Still quite a polished and fun game though :)
http://dl.dropbox.com/u/33320448/preview/playerDaggerSprites.png
We weren't sure if we were going to participate this time around and didn't actually start the jam until Saturday afternoon >_<
that being said, there a lot of shades of Zelde on display :P
Nice work!
Could you add yor websites and/or twitter-accounts to the description? I want to see if there's more awesome stuff :)
-Matthew of https://twitter.com/#!/IcarusTyler
http://vuha.carbonmade.com/
It's really only a small sample, a bit out of date, and some mismatch of school work, too. >_< I really need to setup a proper webpage.
I was upset when I maxed out on strength and speed, but I sought out the boss and did my best... and then promptly got owned.
However, excellent experience! I look forward to more games!
Rather nice graphics & music. Could use more gameplay diversity/difficulty balance but that's the sort of thing that takes a whole lot of playtesting to get right, so given the time limits, great job!
Excellent presentation! The art and music would be great even for a non-Jam game; Rose's visual style is sweet and infectious (the main character is so cute!) and Hal and Johan did some nice mixing for the soundtrack; I'd say the instruments are easily on par with the Zelda synth music from, say, Wind Waker. I love how you can tell it's kind of making a nod towards Zelda's style of music in its melody! Or at least, that's how it seemed to me. Maybe I'm too impressionable.
I noticed the rooms were randomly generated without many stand-out structures or formations- I'm sure as you add more stuff to spice it up it will get more and more intriguing with ease. :) One thing that made Binding of Isaac's rooms great was the organic feel to them (every single room in that game is hand-made)- when you see patterns and stuff in a room layout, you get more of the feeling you're in a meticulously crafted world. Centered, symmetrical and checkerboard pattern layouts for room elements (even if still mostly randomized) would give it a bit of that hand-crafted feel! It would also harken back a bit to the interesting room design of Zelda 1.
I'd also add in that it's a bit of a cheap shot when an enemy spawns on you when you enter a room. I don't think it makes the game less fun (it's easy enough to regain health)- but it's always best that the player has a chance to avoid everything. I'm sure you already have plans to fix this, but just thought I'd note anyway.
I also think that it would be great if attack speed were upgradeable, or if the current attack were modified to fire off more swiftly when you hit the key. It feels a bit swooshy and I think you might find it an improvement if the feedback was a bit faster- if perhaps the slash was immidiate with a short cooldown afterwards.
I'll definitely be watching how this game progresses, and I would really like to see more of it! :)
@Pierrec - I'm glad it was a good balance of difficulty for you. The jam version's random room generation makes the difficult curve completely different for everyone. The think the post-jam version more or less scales with the player's progression.
When I got the 3rd firefly I finally realized there was a map, it made more sense. Hehe. No real glitches that I can see. Sometimes a Str would spawn on top of a rock or something but they were still collectible.
Nice graphics, didn't get to play it with sounds, though. I might try it again later.
Anyway, nice work. :)
Only suggestion might be more varied weapons... I never had a reason to actually use the sword to fight anything. Maybe if it had a longer reach...
I'm also hung up on the soundtrack. What tools did you use? Was it a "classical" composition?
@matthias_zarzecki - I just asked the guys, they used FL Studio to make the music.
I really wanted to have more enemies. Since bashing is the only real activity, its nice to have more things at the end of the stick.
Also it seemed like the arrows were really weak. Mebbe it would've been better if they were limited in quantity but stronger?
I was a little annoyed at the speed at first, but when I powered up it got much better. I definitely saved the post-jam version for playing later. Great job!