In this tiny metroidvania adventure, players will journey alongside a collection of tiny companions, each with unique abilities that help solve environmental puzzles and overcome challenges. Set within a tiny world, the player and their companions must navigate through areas, uncovering secrets while lighting the way forward. However, the deeper they venture, the more they will face difficult choices, including the ultimate sacrifice, testing the strength of their bonds. Each companion has its own strength, and players will need to rely on these creatures to unlock paths, light up torches, and interact with the world, all while facing the looming presence of mysterious presence.


Controls:

WASD / D-Pad / Joystick to move

Left mouse / X for ability

Spacebar / A to jump

Q & E / left & right bumper to switch companions


Abilities:

Firefly: Light up and click to daze enemies with a flash or light torches

Beetle: Traverse along spikes and open up an umbrella shell to reach high places


Manisha: Art, game design, level design

Axel: Programming, level design

Made in Unity for Ludum Dare 56, please rate our game if possible: https://ldjam.com/events/ludum-dare/56/tiny-companions

Updated 5 days ago
Published 8 days ago
StatusPrototype
PlatformsHTML5
AuthorsManisha W, Axel Deckard
GenrePlatformer
Made withUnity
TagsLudum Dare, Metroidvania, Puzzle-Platformer
LinksLudum Dare

Comments

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Very fun short game.
The platforming had that weird issue of the player sliding around but isn't too bad (becomes a bit of an issue when the Firefly moves the Beetle, because then the player just slides away into the spikes, but that's one of those issues which I don't even wanna think about fixing during a game jam).

The abilities are extremely unique in a way, having them be tied to a secondary character... is something I actually had recently in a demo I played. But that doesn't make it less interesting.
I really like the carrying, super cool way to get across spikes or while keeping a very puzzle-esque feeling and not evolving quick movement mechanics.

The puzzles themselves were well designed, I enjoyed them even if their visual aspect couldn't convey everything perfectly, but that's just game-jam things.

The level design on the other hand has some rough corners... And I mean that literally, there's just a few jumps that don't feel right or are slightly buggy because of the needlessly small space they use, or convey things in a weirdly unclear manner.
Maybe that's just me being too critical of level design, gotta do more myself so I can get a better feeling how good I am at it and how hard it can be.


Finally the end was a nice surprise.
I did not at all expect that dark red area. Was a fantastic change of atmosphere.
Though I am confused by the end... I just pressed a button, got ran over by a Spider and was got the "Together we are One" screen.
Guess I made a spider friend and am chilling with 'em now... Cool.


Anyways, overall I really enjoyed this.
Had a boring moment that nearly would've affected my entire day, so this helped brightened up my mood real quick.

(1 edit) (+1)

Thank you so much for playing and the really lovely comment!!! We're definitely aware of the lack of polish with many parts of the game. Jam constraints as usual. 

Really appreciate all the feedback, we're definitely keeping those things in mind for next time and for our own projects. Happy you liked the ending too haha I wanted it to be dramatic but there was a lot of the story components that we had to cut unfortunately. 

We even had to cut out our last companion -the caterpillar. The ending basically shows the caterpillar becoming free, turning into a butterfly and reviving you. Just didnt have a lot of time to wrap up some of that stuff. 

Your last line is what every game dev wants to hear, I'm happy we could give you a boost. Hope you have more bright days ahead! 

Thanks for the kind comment! Totally valid critiques. Hope your mood continues to be bright <3