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A jam submission

Feisty FaunaView game page

Ridiculously cute survivors-like with an engaging storyline, where you're a mom rescuing her kidnapped chicks.
Submitted by Atas Fun (@AtasFun) — 5 days, 18 hours before the deadline
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Feisty Fauna's itch.io page

Results

CriteriaRankScore*Raw Score
Sound/Music#234.0004.000
Overall Fun#314.0674.067
Art / Graphics#374.2004.200
Controls / UI#383.8003.800

Ranked from 15 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

If you have competed before, how has your game changed?
- The campaign is complete, and the last 3 levels of the campaign are accessible in this playtest.
- There are 2 new biomes: Fungi Fields and Wintry Woods, with unique fauna in each biome.
- There are new status effects, such as being poisoned or chilled.
- Some fauna are immune to damage until you receive a certain buff (explained in the campaign as you play).
- There are now puzzles in the game! One puzzle is mandatory to proceed in the story, and the others are optional (you can choose a path that skips puzzles).
- The main menu now shows a little animation of Peppermint laying an explosive egg and a fox getting blown up by it.
- At the end of the campaign, there is an epilogue with some animations to wrap up the story.

Genre

Action

Shooter | Platformer | Slasher | Beat em Up | Base Defense | Survival | Racing

Rating

Family Friendly

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Comments

(+1)

Such chaotic good fun! I played the game last year for FBQ7 and it was a blast, but this time around I had a chance to play the multiplayer with my kids.

Gameplay:

  • For what I've noticed, the balancing and leveling have adjusted quite a bit from last year which provided a great experience in picking different builds!
  • Adding portals to jump to your teammates was such a wonderful touch, instead of having us pointed to one another and worrying about how far the other players are, it was easy to focus on getting away and then teleporting to join the team again.
  • Kids loved the naming but barely read the extra stuff... I loved all of that haha but the kids just kept wanting to go fast! I really like how the quotes are pretty much separated and italic, giving it the optional feel now that I've seen how the kids play. If anything, some bold lettering for the actual upgrades like "Damage" would help speed up flow.

Audio:

While there was indeed a lot of audio happening, especially during multiplayer, it didn't sound like the sfx were amplifying each other, I guess while playing split screen it might make sense to somehow isolate/lean the sounds of the other players to the left or right speakers. Then again that might make things worse if everyone were sitting out of position... This is something I'd need to think about further but I figure I'd raise the topic.

Visuals:

  • As a colorblind player, most of everything was visually fine regarding gameplay. It was kind of hard to pay attention to everything on screen but that's a huge part of the fun, since everything going on is adding pressure.
  • Split screen of course makes things very difficult given the smaller real estate. I was wondering if it were possible to be every slightly more zoomed out so each play could see a little more.

Random request from a pig streamer. Please add a playable pig! ^oo^v (of course you don't NEED to though... not sure how they'd lay eggs haha)

I think that was it this time around! I still need to go and check out the rest of the biome's and more of the story that you added! Looking forward to more updates! 

Thank you for your time and for creating such a fun game!

Regards,
- Glim

Developer

Thanks for playing! I'm glad your kids enjoyed it too 😄

Bolding some of the text in the perk boxes makes sense, I'll try that, thanks for the idea!

Regarding the sounds, having the sounds come in the direction of the split screen is a good idea, that's something I'll play around and see if it works!

Zooming out more is also something I can try out, thanks for your feedback!

(+1)

I must say I felt a bit over stimulated with so many sounds and effects going on at all times but then again I did thrust myself into the middle of the story so I also expected that. Over all I found it fun, maybe requires a bit of balancing with some of the characters specifically Vanilla, she was hard to get any kills with since I could only shoot forward and the dinos were keeping up with me, as well as Honey, the charm effect makes you basically impossible to attack since all the enemies get charmed. Maybe make it less frequent or reduce the duration of the effect?
I did enjoy the variety of abilities and having different characters to play as, makes replaying quite fresh!

The last level was bugged for me so I was unable to get past it but over all the game is coming along quite nicely!

Time Stamped VOD (Beware my potty mouth haha)

Developer(+1)

Thanks for playing and for your feedback! I'll watch your vod and see where the bug in the last level is.

Yes, I agree that the game balance for the other characters needs to be adjusted, I've been mostly focused on Peppermint so far..

Fair, it's good to make sure the main character is properly fleshed out and balanced. 

(+1)

We could spend hours on this game. It's so much fun and we just adore the sound effect. *ahem* ....rawr. 

We like how the story progresses from fighting enemies to bringing them back as friends and growing the farm community. And the eventual shift toward questioning whether the antagonist actually intends any harm is nice. There are plenty of games where the objective is to beat the villain, and those are fun. But it's good to have some alternative outcomes once in a while to teach the value of not immediately assuming the worst of others. That's a lesson that seems especially needed right now.

On the subject of the story progression, though, there did seem to be a ton of required dialog at the point before the dinosaurs. At least it seemed required, since we couldn't figure out how to get back to the game until we'd gone through all of everyone's dialog, and that was a lot. It's definitely good to have all of that potential dialog for those who like to take the time to fully get to know every character and exhaust all the options, but for those who would rather get back to the chase, it would be good to make that not required (if it is) or make it more obvious how to move along (if it isn't).

The gameplay itself is engaging and varied and we think the indicators that show the direction to the different objective points on the map stand out really well. Balancing of the difficulty is really good, too. We like that the world map between levels gives us a few choices, but not so many that we get paralyzed from indecisiveness.

All in all, this is a fantastic work of art and we love every bit of it. 

Developer

Thanks! Yeah, the dialogue at the start of the playtest is quite a lot.. I think for a normal game it might not feel so bad since it's right after a major story beat (Chestnut is revealed to be Chestranutza, a dragon), but I might also cut down that dialogue a bit, thanks for your feedback!

About bringing everyone back as friends, that's something that my daughter insisted, and I think the story works well this way :)

Thanks for playing!

Submitted(+1)

Hey, I gave your demo a try and I think you’re onto something really fun here, I love the unique take on bullet heaven genre! I had a few little thoughts that might help polish things up:

  • The dodge feels a bit like a teleport right now, maybe a smoother lerp animation and some VFX could make it feel more fluid.

  • The wolf voice SFX is super cute! Though it gives the game a lighter, less serious vibe, so depending on the tone you’re going for, you might want to tweak it.

  • When players or enemies take a hit, a quick effect (like flashing white or a hit VFX) would make the feedback feel punchier.

  • My own ability VFX were a little hard to see in the action, maybe brightening or exaggerating them could help them stand out more.

  • Enemies were a bit easy to avoid, so tightening up their AI or attack patterns might raise the challenge.

  • Since there aren’t XP orbs dropping like in other bullet heavens, progression feels a little different, I miss the risk/reward of going for experience crystals.

  • The kangaroos and cats look so cute! Almost too cute, I felt a little bad fighting them. Maybe scarier variants could help balance that.

Really cool work so far, I love the ideas you’re playing with, and I’m excited to see where you take it!

Developer(+1)

Thanks for playing! I'm glad you found it fun.

Based on your comments, I believe you played the public demo. If you'd like, the Steam playtest version is also freely available now, and has more/different stages for you to try out.

Regarding the dodge, yes it is currently a teleport, and it's something I want to improve/polish so it feels more like a proper dodge, thanks for your feedback!

Having a hit/flash effect for enemies and players when they take a hit makes sense, it's on my todo list :)

Multiple people have mentioned missing the XP orbs like other bullet heavens, so this is something I'll consider for future versions.. perhaps as an option, or perhaps as a default. Thanks for your feedback!

(+1)

Firstly, I am glad to see how the game has been improving throughout the years. New areas, new character, dialog, etc. It still keeps the same charm it is presenting itself to have. If you hadn't played the previous versions, the story leap right into the fourth stage is a little jarring but not too huge a problem for me as I have already been aware of the title. Gameplay is fun, definitely intense as I always play on Feisty mode and the twitch intergraded commands make for a nice interactive experience.

As for cons, despite being editable, I would say as a default setting, Feisty makes enemies very spongy, they are killable for sure but it takes a long long time to do so. Some enemies don't seem to have Feisty in mind, such as the Draken who's speed and fire damage is far far too oppressive. While a good a idea, the spores seemed a bit weird to figure out what exactly they do, even when the characters explain it will give some type of buff, it's hard to tell with everything else going on. Back on the harder difficulty talk, without the twitch integration there would have been so many scenarios in which I would have died, which again isn't the worst issue as it is the hardest default settings without a huge amount of the coin buffs, but maybe something to look into.

Cute game, simple premise and an overall enjoyable experience. I cannot wait to see how much more it grows and what else is added to it, such as the mini game it had before and things of similar nature.

Section on the Vod starts from 00:00:00-01:00:00

Developer

Thanks for playing Feisty Fauna again! :)

I agree about Feisty difficulty being a bit spongy, that's something that I might tweak down in future versions. I haven't really balanced/played the new levels on Feisty, so watching you play at that difficulty was great feedback. I agree that some of the creatures become somewhat overpowered at that difficulty.

Regarding the spores, I've had multiple feedback about how it's confusing, so I've reworked it slightly now, where players don't have to match spore colors, and different spores give different buffs instead. Hopefully that'll make it easier to understand! Thanks for your feedback!

(+1)

I had to give this two tries, because the first go-around I was in a time crunch and didn't feel I gave it a fair enough shot, and I'm glad I did! This is a very fun game, and I definitely like its take on the genre of a bullet hell. The graphics are super cute, and I love the emotes in the speech bubbles. The food names as the animal names are just silly, and make me smile.

The music choice is really nice, and I appreciate that it doesn't start at maximum volume when you first join. That's always a bonus, since you never know what someone's setup is like, or their hearing level (I personally have fairly sensitive ears).

There being Twitch integration absolutely surprised me, and was a welcome thing! I did try setting it up, but I'm not sure how exactly it functions so it didn't get used. Definitely some instructions on what chat can do within the game itself for the streamer to reference would be good in that regard.

I'd like to see more checkpoints in the game. I know you mentioned that you get one at the end of each major level, but for the sake of not repeating yourself too-often while learning how a bullet hell works (or learning which weapons are best), having the option to either restart the whole level or start again where one last left off in a level before dying would be nice. It's also nice to have in case someone has to get up for a while due to other obligations, but doesn't want to lose their progress.

From what I can tell, mouse and keyboard needs more work. Controller works great, but my initial attempt with mouse and keyboard didn't go so well.

Spore mechanics need better explanation on how to trigger them. I understand matching colors gets bonus damage on certain dinos, but I couldn't figure out how you actually swapped/triggered spores for your character. I'd also recommend a colorblind mode where the letter for the color is above the mushrooms and above the dinos so that it's more accessible overall.

Finally, I felt there was too much dialog. This could be because it seemed like the test branch started well into the game itself, but it might also be because there are just so many characters. Personally, I'm not a big fan of too much dialog in a game that isn't primarily a story genre game. So having it be more obvious what dialog is necessary, and what's accessory, would help cut-down on that some.

Overall it's a really fun game though, and I've wishlisted it on Steam. I wish you the best of luck debugging that one crash spot!

My VOD with your game bookmarked for a timestamp is here:

Developer(+1)

Thanks for playing the game twice! I'm glad you liked the graphics and general sillyness/cuteness of the game :)

Adding more instructions/details about Twitch integration makes a lot of sense, I'll add that to my todo list. Improving mouse/keyboard controls as well is something I'll improve, thanks for your feedback!

I've generally had negative feedback about the spores and mushrooms, so it's something I'll think about after Feedback Quest on how to improve.. thanks for your feedback! Adding a color-blind mode makes sense!

About the dialogue, most of the conversations are optional, but it's not very clear in the farm. I plan to update the icons, so it'll be clearer who to talk to in order to start the game (when in the farm). I'll likely also add some instructions on how to skip dialogues (holding the gamepad trigger and/or ctrl keys do it) since it's not very obvious.

Thanks for your feedback, I appreciate it!

Submitted(+1)

Hi AtlasFun, I love bullet-heavens and have spent more time than I would like to admit in them! Your characters and art are so cute and there is a solid base here, but just have some suggestions as a genre-lover. Though this is probably going to be a bit unstructured sorry :(

Feels like the intro is really long and talks about the mum chicken coming back from an adventure, maybe it would be nice to let the player get into a round or 2 before this so they are a little more invested in the game before introducing a lot of characters?

I'm not sure how I feel about getting the experience for killing the dinos right away. The experience orbs/blobs/crystals being drops that the player has to collect in other bullet-heavens adds an extra layer of risk/reward for the player. Is it worth going for that xp? Can I dodge well enough to get it without losing too much health? Or should I go and maneuver the enemies around so that area with a lot of enemies in it now is clear in a bit.

The mushroom mechanic, while interesting was a little hard to parse while there were dozens of different dinos chasing you all throwing out their own danger zones. Working out the colours at a glance while doing a bunch of dodging and making sure you are aiming your weapons correctly, was a lot as a brand new player.

Though definitely appreciated that each of the dinos weren't just walk up to you and hit like many other entries in the genre.

Little wish list thing is to be able to use the mouse on the map!

Looking forward to seeing what you do with it as you continue the rest of development and I wish you the best of luck with it :)

Developer

Thanks for your feedback! The playtest jumps into the beginning of the 4th level, which is partly why the intro is really long (a big story beat just happened at the end of level 3), but I'll keep that in mind and see if it's still an issue for a full playthrough, thanks!

Regarding getting experience from kills vs the experience crystals, it was a design decision I made to make the game a little easier to pick up (and also I didn't enjoy having to pick up the crystals from other games in the genre). That being said, it could be an option to enable/disable in the game in the future potentially!

The mushroom spores and colors have generally not been very well received, so that's something I'll likely have to think through after Feedback Quest to see if/how it should be improved, thanks for your feedback!

Using the mouse on the map makes sense, I think that's something that can be added in!

Thanks for playing! :)

(+1)

That was fun! The graphics are cute and the gameplay is addictive. I also like the different characters with there totally different abilities. That is cool. What was not so nice is, that the game crashed twice (once in the boss fight, which was annoying).

Other things you might consider:

  • Most of the time I found it quite easy to dodge all the enemies. Maybe add some more "spiky" events, like a sudden flood of enemies / a special very fast enemy ... , that has to be countered with a special ability (shield, mass stun, ...)
  • Some abilities seem a bit weak: I played the dog with bats and had a hard time killing enough dinosaurs. It was easy to make them attack each other ... but that took forever, and the bats did almost no damaged despite several upgrades
  • Often I had a wide mix of enemies which made it a bit arbitrary for wich color I go, maybe have always a dominating color for some time, so that it is important to always get the right spores

Overall really cool game!

Developer

Thanks for playing, and I'm sorry that the game crashed twice. The crashing is something I'm trying to fix but it's been difficult to figure out where it's coming from. 

Thanks for the other feedback, I'll keep them in mind!

(+1)

I thought this was an adorable cozy vampire survivors like. I quite enjoyed the vocal noises and imitated a bunch of them on stream. A few of the non vocal noises were a tad annoying on rapid repeat, I mentioned as much during stream. It took me longer than I should've to figure out I was playing a vampire survivor like dropping eggs, but also started in the back half of the campaign so I figure that is less of an issue from the start. Overall a great job on this cute little game. You should be proud of what you have made.

Developer(+1)

Thanks for your comments, I'm glad you found it cute! I'll watch your VOD to see which of the non vocal noises were annoying on repeat :)

(+1)

Unfortunately the game is blocked for germany. Can you extend the availability on steam?

Developer

Thanks for letting me know! I've contacted Steam support and they suggested some steps, which I've just taken. Can you kindly see if the store page is now visible for you in a few hours? Thanks!

Yes, it is working now. I will take a look at the game later!

I installed it, but now I have the issue that I cannot see any text. Neither in the main menu nor in the dialogs. There is just nothing. Maybe an issues with a missing font? Or because my system has a non-english locale?

Developer

Thanks for that info! It's likely something about my localization tables, I'll look into it, thanks!

Submitted(+1)

A really fun game, and as an avid player of Holocure, I immediately got into the flow of the gameplay. 

My only gripe is that the effects for the attacks could've felt better and the mutual kill on boss enemies was awkward. But overall, a solid game.

Developer

thanks for playing and for your comments!

(+1)

Hi and thank you again for letting me play this awesome game!  I know you were there for the stream, but wanted to leave my feedback here as well.

All in all, this game ended up being an absolute hoot!  I never played a bullet heaven game before, hadn't actually heard about it until you reached out about the game, and I fully admit, I thought at first you just hadn't wanted to call it a bullet hell LOL 

The characters are super cute, and the story of Peppermint going to rescue her chicks is both moving and absolutely hilarious.  It was the kind of fun, good-natured silliness that I really needed tonight after a rough day.  And OMG the gameplay, the mechanics are so fun and really just feel like the best kind of chaotic as I progressed from just being an angry mom to running around shooting fire out my butt and cotton candy!  

Extra props for the moms being different personalities and natures, the kids being cheeky but adorable, and the vegetarian fox.  That owl is for sure sus, and I look forward to playing more to find out if my suspicions are right.  It seems like it will appeal to kids and adults alike.

I know I already sent you the log file from my game, for the one bug it showed just before I ended.  As I was closing the game, another set popped on screen (when I tried to click the Steam link then when I went to close), but none of them kept me from actually closing it.

I'll be keeping an eye out for its release, cause I know some folks who would also love it too! 

VOD https://www.twitch.tv/videos/2547217425?t=02h59m40s

Developer(+1)

Thanks for playing Feisty Fauna, and I'm glad you enjoyed it!

I'm sorry you encountered those bugs, and I'm very grateful for the logs you sent me. I've fixed one of the bugs (the Steam-related one at the end) and I'll push a new version to Steam soon.

(+1)

Henyo! Thank you for reaching out to me to try out your game! 

It was my first ever bullet  heaven and it was an interesting experience, especially when you just need to survive for a time limit. I do have a couple of comments regarding it but please don't be discouraged, I hope they would help in progressing and improving your quality of life for the game.

Mini tutorial would be nice if you would like players to jump in and playtest mid game to help players get up to speed on things.

Instructions  on what to do for the levels would be good since the dinosaur level has new mechanics that weren't really explained in terms of matching the colour of the dinosaur's "aura" to the colour of the mushrooms.

Game might be too heavy when there is too many NPCs spawning which had lead to the game lagging and eventually crashing.

Overall I really love the art of your game, some scaling of the animals seem weird but that might just be because I'm not too sure of the context of the story since I started at the levels you needed help playtesting. I'll try to advance further into the levels when I've got some spare time but apologies if this VOD wasn't as much as you expected c': 

https://www.twitch.tv/videos/2547473584

Developer

Thanks for playing, I appreciate your feedback!

Having a tutorial for the playtest makes sense, there's one for the full game but it got disabled due to the jump-to-fourth-level thing I did.. perhaps I can enable the tutorial for the playtest and have it jump to the fourth level after.

Regarding the dinosaur auras and mushrooms, this is very valuable feedback. I've noticed others also having the same issue, so that's a great indication that the gameplay needs to be updated and/or more hints need to be given. I'll be making some changes soon about that.

Thanks again for playing!

Jam Host(+1)

Woot congrat on finishing the campaign, this rougelite is like... turning into an RPG too. lol Looking forward to it's release. I was trying to find the new desktop idle format version, where is it?!

Developer

Thanks for playing! The desktop idle format is still wip :) I ended up spending a lot of time debugging the crashing issue I haven't had time to work on the idle minigame. I'm hoping to add it in sometime during FQ once it's in a good state. 

Sorry you encountered a bug!