Play as a musical spirit and find your lost voice. Learn what it means to fail, how failure can mean different things to different people, and how failure is seldomly without progress!

Music is very important, as it reflects the music spirit's journey in finding their voice.

Jumping and Dashing consumes stamina. If you run out of stamina, you will restart the level.

Controls:

  • W or Up Arrow Key to Interact
  • A S D / Arrow Keys to Move
  • Space to Jump. The longer you hold space the higher you go
  • Left Shift / Z to Dash (unlocked later)
  • Jump towards a wall to Wall Clutch (unlocked later). You can only clutch once per jump
  • Jump again while midair to double jump (unlocked later)
  • Hold R to Reset Level
  • Minus/Plus to change SFX volume
  • Shift+Minus/Shift+Plus to change music volume
StatusReleased
PlatformsHTML5
Rating
Rated 4.0 out of 5 stars
(4 total ratings)
AuthorsWilliscool, joaog, jolenekhor_music, CCAugnator, SpineJelly
GenrePlatformer
Made withUnity
Average sessionA few minutes
LanguagesEnglish
InputsKeyboard

Comments

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(+2)

Very cute game! I had a lot of fun, especially after collecting all the movement abilities.

(+2)

the player movement is too slow and clunky for the jumps etc that are needed in the game - had to quit 

(+1)

Hi, thanks for playing our game! Which jump (or jumps) in particular did you find difficult/clunky?

(+2)

its not any particular jump thats difficult its the whole character movement in general that just seems too "floaty" when in the air ... also there doesnt seem to be anywhere to go after getting the 2nd cat ? the one visible path cant be reached even with the wall cling ?

I appreciate the feedback. My other game designer also did bring up how he thought the jumping/movement is a little floaty, but I didn't really think about it too much, though I will definitely look into tighter controls for my future platforming games.
As for the second part of your comment, if you mean the second animal where you unlock dash (it's supposed to be a dog), you're supposed to traverse back through the same area earlier and complete a jump that was previously impossible. An idea that I admit, was lacking in execution and ease of understanding. I tried to communicate this by making zone transitions that are no longer relevant disappear, but it was quite subtle and I'll definitely look into communicating this better in future games