The art for this one was solid! And I loved the little honks and enemy grunts.
Though the honk itself felt a little bit short-ranged. Maybe that's just me but it felt like I was always up close and personal with an enemy before I could actually DOOT them out of existence.
The music was pretty unique as well, and also solid! Keyboard controls were a bit weird but I got used to them.
Fun platformer with soulful art. Love my little guy's idle bounce in time with the silly music.
Fighting enemies head-on was too hard, so I was inclined to play passively and jump past them all, until I learned you can stand on their shoulders and blow your little horn into their ears to pacify them!
The art and music went very well together, and I like the originality of using the toot of a horn as a primary weapon. It took me 2 tries to get to the end because the first time I missed the first page and wasn't able to backtrack. Good work!
Nice submission! Unfortunately i missed the first piece, i didn't realise until i got to the end because i thought the first piece i picked up was the first one in the level, since it filled up the first slot :( Welp, i went through the entire game twice forwards and once backwards :D
Btw, i didnt realise i could toot until i came to rate the game, went back just to listen to it, great addition!
Thank you all for your great comments and compliments on the art!
@ha-kuro Man, I did not realize it was possible to do that, but several people have hopped onto a bandit and tooted him away. A valid strat.
@rabbitaddix Thanks for the feedback on the toot range! We had toyed with the idea of holding down the toot for a bigger/longer range/stronger toot, but it ended up on the cutting room floor. Maybe in a future version of this game, we'll adjust that!
@jhax If you toot the enemies thrice, you can eliminate them. >:)
@jaffy Another piggy backer!
@braveskin We tried to ensure you could backtrack through the course to pick up missing pieces, but let us know where you got stuck and we can take a look at what went wrong.
@blue-pin-studio You should try tooting at the bandits! Some folks have enjoying riding them as well.
@alec-viera I'm so glad you enjoyed the tooting. We truly crafting the game around that idea, so it's very satisfying to know people are enjoying that aspect so much!
I liked the setting, artwork and music. The controls could do with being a bit tighter but it was fun nonetheless. Potential here for something pretty cool.
Twas fun. I verily didth like tooting my horn. I found making the bandits fall off cliffs easier than tooting them. And you hid those missives in a few sneaky places. I really like the graphics. All round a great entry.
Maybe, if more humor... Fun idea by itself. Ah, the wish for some good old mockery like MP and the Holy Graal... "Sir, I toot yer demise!" - cried meself in the battles.
The art is very appealing and the method of attack is super funny! I enjoyed tooting along the background music while fighting the enemies. Fun little platformer!
Got to the king having defeated all bandits and with all three pieces of the scroll, but still resulted in a game over. Is that intentional? I'm not sure if this is a bug or if I'm just not getting the joke ^^;
All in all, though, this is a really nice game. Really enjoyed the visuals in particular!
Some constructive criticism:
- There are two quality-of-life features that I can't recommend highly enough for any platformer game: **jump buffering** and **coyote time**. The goal of both is that the player doesn't feel like the game ignored their input. What jump buffering does is it remembers when the player tried to jump even though they haven't quite touched the ground. And coyote time is kind of the opposite case, where the player walks off a cliff and presses the jump button a fraction of a second too late, but the game still allows them to jump. Both aren't too hard to implement, either, so they should still be within the scope of a game jam. Another such feature that's good to keep in mind is corner correction, but that might be out of scope.
- This is just a small detail, but I prefer **WASD-style controls** over the weird XC shenanigans that many precision platformers use. I know it's popular in the genre, but since it's really simple to add key bindings in Godot, it usually doesn't hurt to add a few more options for other styles of playing. One particular upside to WASD-style key bindings in platformer games is that they often allow one-handed players to play the game, so it's also an accessibility feature.
@luxiffre Thanks for the feedback! I definitely want to improve the platformer controller and QoL features you mention. And I can certainly update the game with additional control schemes / control mapping.
As for the "Game Over" you mention, yes that's intentional - kind of a damned-if-you-do damned-if-you-don't deal (which is a cheeky way of saying, I didn't have time to do the win state cutscene I had in mind... :sweat:).
The tone of the game is great, everything fits together to make a really fun atmosphere :smile:
The platforming mechanics were solid, and the graphics have a great style while still being very clear. It's great that you took the time to add an indicator that the enemy is about to attack before they do, it made it very satisfying to dodge their attacks.
The graphics and music are quite nice, but I don't feel any impact from punches(toots) at all. For a combat platformer (as I see this game) this is a critical aspect
All in all - this is a really nice and well polished game. The platformer controller is good enough for a game jam IMO but I can see how few tweaks as people have mentioned would make it really sing. The dodging feels great. Level design was pretty good too though the art gets a bit distracting for me since everything is shades of the same color - a little more separation between the background the level elements would be nice. Great work!
@benskca I'm glad you enjoyed it! I hadn't thought about an indicator, but the programmer really wanted one. Turns out they were right!
@arsher Thanks for your feedback! When you say impact, do you mean visually or in some other indication? From the art standpoint, I'm curious how I can improve that.
@yusp Thanks for playing!
@rocktavious My inspiration was a mix of medieval drawings and playing cards. My thought was that it would have a lot of parchment vibes for the drawings to come to life on. I might've gone a but overboard on that! Thanks for your feedback.
Yeah, cute and funny. I love the toot! attack :D .
So to be constructive. Attacks from enemies feel weird because I was sure they would hit me, but they actually did not. But it feels like the game is helping me too much. Maybe some Dash would help?
I enjoyed realising I could ride the enemies to victory and defeat them by tooting from above!
This was fun! It took a simple concept and ran with it! One small issue is if you miss the first page, there's no way to get back up to it after you've continued on and descended to the second page. One little platform to let the player get back up would solve that. Otherwise, all good!
Fighting enemies was fun because you have to attack and then back off before they can get their hits in. I really liked that little touch with the crows flying away near the end when you get near! Nice clean art style and a nice bit of cheerful music! That Queen was not happy at the end!! Nicely done!
That was pretty good! I liked the medieval style, and how the character looks. The tooting is pretty funny. Not the most satisfying ending, but such was life of the messenger I guess.

Though the honk itself felt a little bit short-ranged. Maybe that's just me but it felt like I was always up close and personal with an enemy before I could actually DOOT them out of existence.
The music was pretty unique as well, and also solid! Keyboard controls were a bit weird but I got used to them.
Pretty good entry!
I liked that the toot only stunned enemies rather than getting rid of them completely.
Graphics and writing very charming as well!
Fighting enemies head-on was too hard, so I was inclined to play passively and jump past them all, until I learned you can stand on their shoulders and blow your little horn into their ears to pacify them!
Btw, i didnt realise i could toot until i came to rate the game, went back just to listen to it, great addition!
Also enjoyed doing a 'no-toot'/'tootless' run :laughing:
@ha-kuro Man, I did not realize it was possible to do that, but several people have hopped onto a bandit and tooted him away. A valid strat.
@rabbitaddix Thanks for the feedback on the toot range! We had toyed with the idea of holding down the toot for a bigger/longer range/stronger toot, but it ended up on the cutting room floor. Maybe in a future version of this game, we'll adjust that!
@jhax If you toot the enemies thrice, you can eliminate them. >:)
@jaffy Another piggy backer!
@braveskin We tried to ensure you could backtrack through the course to pick up missing pieces, but let us know where you got stuck and we can take a look at what went wrong.
@blue-pin-studio You should try tooting at the bandits! Some folks have enjoying riding them as well.
@alec-viera I'm so glad you enjoyed the tooting. We truly crafting the game around that idea, so it's very satisfying to know people are enjoying that aspect so much!
Good stuff :8ball:
All in all, though, this is a really nice game. Really enjoyed the visuals in particular!
Some constructive criticism:
- There are two quality-of-life features that I can't recommend highly enough for any platformer game: **jump buffering** and **coyote time**. The goal of both is that the player doesn't feel like the game ignored their input. What jump buffering does is it remembers when the player tried to jump even though they haven't quite touched the ground. And coyote time is kind of the opposite case, where the player walks off a cliff and presses the jump button a fraction of a second too late, but the game still allows them to jump. Both aren't too hard to implement, either, so they should still be within the scope of a game jam. Another such feature that's good to keep in mind is corner correction, but that might be out of scope.
- This is just a small detail, but I prefer **WASD-style controls** over the weird XC shenanigans that many precision platformers use. I know it's popular in the genre, but since it's really simple to add key bindings in Godot, it usually doesn't hurt to add a few more options for other styles of playing. One particular upside to WASD-style key bindings in platformer games is that they often allow one-handed players to play the game, so it's also an accessibility feature.
As for the "Game Over" you mention, yes that's intentional - kind of a damned-if-you-do damned-if-you-don't deal (which is a cheeky way of saying, I didn't have time to do the win state cutscene I had in mind... :sweat:).
The platforming mechanics were solid, and the graphics have a great style while still being very clear. It's great that you took the time to add an indicator that the enemy is about to attack before they do, it made it very satisfying to dodge their attacks.
@arsher Thanks for your feedback! When you say impact, do you mean visually or in some other indication? From the art standpoint, I'm curious how I can improve that.
@yusp Thanks for playing!
@rocktavious My inspiration was a mix of medieval drawings and playing cards. My thought was that it would have a lot of parchment vibes for the drawings to come to life on. I might've gone a but overboard on that! Thanks for your feedback.
So to be constructive. Attacks from enemies feel weird because I was sure they would hit me, but they actually did not. But it feels like the game is helping me too much. Maybe some Dash would help?
Your game is great and I enjoyed it
I enjoyed realising I could ride the enemies to victory and defeat them by tooting from above!
This was fun! It took a simple concept and ran with it! One small issue is if you miss the first page, there's no way to get back up to it after you've continued on and descended to the second page. One little platform to let the player get back up would solve that. Otherwise, all good!
Fighting enemies was fun because you have to attack and then back off before they can get their hits in. I really liked that little touch with the crows flying away near the end when you get near! Nice clean art style and a nice bit of cheerful music! That Queen was not happy at the end!! Nicely done!