After bro and sis got into a fight, sis went into the woods to prove herself and got kidnapped by goblins!! As bro, venture into the woods to save her!

Developers:

Shadow_8472: Programming

Redgar: Programming

Hoppermcs: Programming

Innevato: Art

Plide: Music and SFX (Made using Furnace)

Looking For Crew Studios
Published 3 days ago
StatusPrototype
PlatformsHTML5, Windows, Linux
Publisher
AuthorsPlide, Innevato, hoppermcs, Shadow8472
GenreAdventure
Made withGodot
Average sessionA few seconds
InputsKeyboard

Download

Download
itttf_win.zip 29 MB
Download
itttf_linux.zip 24 MB

Comments

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(+1)

If you are reading this and have no idea what to do - check controls in the menu. Apparently, num4 on the keyboard keypad are attack, and num5 is parrying. Three programmers worked on this? Worked on what?

I wish the game would teach you the attack and defence by destroying some kind of obstacle to progress further. The boss is very easy once you know the controls.

Thanks for your feedback! This was most of the team's first project and many merge errors happened! One of the programmers had a really cool version of the boss, but unfortunately, it wasn't merged correctly and I had about an hour to fix the minimum viable product's boss. That aside, if I were more of a programmer for this project rather than the sound designer, I'd have loved to have added much more! 

The music I composed for this was also all used in different contexts than originally composed for. The home music was more expected for inside the home rather than outside, the "forest" music was meant for more of a dense forest where you'd progress through many enemies and the boss music was originally supposed to be music for attacking or sneaking your way though the bandit hideout. 

Thank you for playing!

(+1)

We had three programmers sign on before the jam. In reality, real-life had other plans. Aside from the Game jam menu and a few patches by Plide, I did the programming alone while learning the engine with almost no prior experience. The other two programmers were present for brainstorming though.

One of our early design decisions was to emulate the Sega Genesis. I took that to mean "no explicit tutorial." Funny you should mention a progression obstacle, because a training dummy was in the works --we even have the art for it-- but coding the boss took priority. Even the boss's distinct second phase got the axe due to time constraints.

(+1)

I found no actions. I would think map was only the first tile if others hadn't commented about beating the game.

Level design fell to me, and a level designer I am not (yet?).

(+1)

it works, so good job.

True that! I ended up submitting on behalf of the team very last minute despite being unfinished because otherwise, we wouldn't have had this submitted!