Purls of Magic DEMO
Your well-spun revenge plot has been unravelled!
Purls of Magic is a platformer-RPG for Game Boy.
After her banishment, Fiona is determined to exact revenge on her former best friend & fellow fibre witch, Agathe. She's cast a spell of moth goblins to steal all the fibre energy from Agathe's yarn shop, Purls of Magic. But the shop holds many of its own secrets that may change everything.
This is a game demo that includes two playable platformer levels and multiple story scenes.
Note: This is an UNFINISHED DEMO, with many improvements to come! Browser play will always be up-to-date; download the newest version number below for the newest ROM. A full changelog is also below.
Purls of Magic was made in GB Studio for GBCompo23.
Play time is about 30-40 minutes and the content is appropriate for all ages.
The game can be played in your browser & on most smartphones by clicking "Run Game" above. It's best enjoyed on a device compatible with Game Boy Color or a Game Boy emulator by downloading the .gb file below.
This game is free to play. If you enjoyed it, please consider supporting my continued game dev work on Ko-fi. <3
Keyboard Controls:
Move: Arrow keys / WASD
A: z / Alt
B: x / Ctrl
Start: Enter
Credits:
Writing, Programming & Artwork: AllieMackie
Music & Sounds: Nash High
Special thanks: My longtime bestest friend and fellow knitter Rachyl for helping me realize what this game could be, and my partner Marshall for playtesting!
Full release coming in 2024!
Quests, powerups, bosses, collectables and more... stay tuned!
Changelog
Sept. 16, 2023 - v.0.9: Fixed multi-collision issue with baddies, dialogue portion added to Level 2 start
Status | In development |
Platforms | HTML5 |
Rating | Rated 4.0 out of 5 stars (3 total ratings) |
Author | AllieMackie |
Genre | Platformer, Role Playing |
Made with | GB Studio, Aseprite, Tiled |
Tags | Cute, Fantasy, Game Boy, knitting, Pixel Art, Retro, Short, Singleplayer |
Average session | About a half-hour |
Languages | English |
Inputs | Keyboard, Gamepad (any), Smartphone |
Accessibility | Subtitles, High-contrast |
Download
Click download now to get access to the following files:
Development log
- Quick Fix: Baddies no longer multi-hit!Sep 16, 2023
Comments
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WHAT GAME ENGINE DID YOU USE TO MAKE THIS GAME?
I used GB Studio. :)
I love this! This is such a cute game, and I really enjoy the story as well! You've done a great job!
Belated but thank you so much! :)
This is so cute! I love it that we are playing the "villian" and enjoyed reading the (catty) dialogue between the two friends LOL.
I wish we could just pick up the potions without having to interact with it though, it just would feel smoother without have to pause. And also, that my toon wouldn't slide so much, I glided into a spike ball or goblin a few times haha.
In any case, I hope you will continue working on it. This is great!
Thanks for the feedback, and I'm glad you enjoyed it!
The platformer physics is something that will be extensively worked on, for sure - I'd love to give more attention to the gravity & jump heights in particular. That's good feedback for the potion as well, I'll take it into account! :)
Very charming and cute! The controls are super smooth and feel great! I do agree that adding a few more tenths of a second to the I frames would help prevent being pinned down by an enemy causing nearly instant death, but outside of that the challenge felt fair! I played through to the end and enjoyed the characters as well as the story and how it all fits the theme! Awesome audio and great cozy art too! Following for updates! 😄
Appreciate the comment, thanks so much! :)
The multi-collision issue will be improved ASAP, as I know that's a stuck point for a lot of folks. I didn't have time to iron it out ahead of the jam deadline, but it's top priority to solve!
Glad you enjoyed it!
The game has a lot of charm and personality, but also was quite hard. I couldn't make it past the second screen (I'm playing with touch controls, though). Maybe adding more invincibility frames would help make it a bit easier.
Thanks for the feedback! I agree that in its current form, it's too hard. I plan on using invincibility frames to improve the multi-collision issue and to implement powerups as well. :)