Sprytewood
A downloadable game for Windows and Linux
Hi, thank you for playtesting Sprytewood!
Welcome to my first public playtest! Right now you can play 30 - 60 min. It depends on how many Sprytes you want to catch and/or how many crops you want to plant.
I'd recommend using a Controller.
If you somehow lose focus, just use your mouse to get it back
Known Bugs:
- Controller Input on Linux is off. I'm looking into it
Part of inventory items get erased on resting (rare)- font colors in lvl up screen are not resetting in controller mode (just visual)
What currently works:
Cutting wood (only mature trees), harvesting (use the scythe!), planting trees and crops
Dungeon hopping, smooching skulls and taking a rest in your bed (that'll heal your Sprytes, too)
Combat, taming and level up sprytes
Catching Sprytes
There's currently no tutorial on taming/catching, so if you struggle here is a quick overview:
You can catch Sprytes in combat when it's your turn. Click the button (or hotkey right-stick click / I) and choose a tame-item. The actual tame value is calculated through item base value (stated in tooltip) and your Sprytes combinated charisma stat. Enemy Sprytes have tamepoints (blue bar under healthbar) that you need to achieve. Higher lvl Sprytes sometimes have a lot of tamepoints, but maybe you can tame a Spryte that has a high charisma stat..?
Thank you again! Let me know what you think about it, good or bad!
Or if you come across any bugs...
You can also write me if you need help with anything!
My socials :
Additional Credits:
Inventory system build with help of tutorials by Makertech
Keyboard and Controller image by lightUP
Pixel Crop Shader by Dragon1freak bsky
Dialogue system by Dialogic github
Updated | 22 days ago |
Status | In development |
Platforms | Windows, Linux |
Rating | Rated 5.0 out of 5 stars (4 total ratings) |
Author | jil hue |
Genre | Simulation, Adventure |
Made with | Godot |
Tags | Cozy, Deck Building, Fantasy, Farming, Life Simulation, Monsters, No AI, Pixel Art, Turn-Based Combat |
Average session | About a half-hour |
Languages | English |
Inputs | Keyboard, Mouse, Xbox controller, Gamepad (any) |
Download
Install instructions
Windows
Consider installing the game through the itch.io client. Otherwise Windows defender gets angry and tells you I'd possibly could infiltrate you :( If you're downloading directly, just unzip everything and start the game with the sprytewood.exe.
Linux
Unfortunately I just have a steamdeck as linux hardware, so I'm unsure how it works for other distributions. However, you can install via itch.io client. Otherwise it should be the same as windows instructions, unzip everything and start the sprytewood.sh.
Steamdeck
I had success installing it through the itch.io client and manually adding it to steam. Or just put the unpacked files on your SD card, add it manually to steam and play with Proton 9.0-4. I hope to get a steampage soon.
Development log
- small update 0.15122 days ago
- Update 0.15 - Bag building30 days ago
Comments
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I really had a blast with it I must say.
I've played a bunch of demos especially in the last two years and it shows that you've already put a lot of effort into it. It plays like a game that is serious about what it wants to be. I love the atmosphere you're creating and like I said I'm a fan of the art style. The design of the sprytes is just lovely and I think in general you're very consistent with your art be that in the menus, the environment or the character design. Also loved the humor in the dialogue and that you have a weather system(rain<3). Farming was pretty nice too. Love the feedback sounds and visuals you have and the music in the background. Nothing stood out to me as jarring or anything. I think it really is lovely and cozy so far.
I still have a bit of feedback that I jotted down while playing.
As a disclaimer: I played with mouse cause I don't have a working controller right now and I realize you said controller would be better so I won't go into mouse controls.
1. The font was slightly hard to read for me initially
2. Absolutely in love with the bag interior
3. I closed the game and restarted it after talking to the skull the first time which resulted in the skull being there every day and me being able to restart the conversation and collect an inventory full of skulls.
4. I couldn't find the hostile sprytes the skull was talking about because they were covered by trees. I ran around the entire map searching for them and then saw something orange peek out so I found them.
5. The environment boundaries are a bit hard to read for me as they are the same color as some of the tree trunks.
6. The sprytes are really cute but slightly distracting when farming. It would be cool if they could maybe stray away a bit from you? I don't know what the best solution here would be honestly but they often cover the tile I'm using for farming especially when exploring environments so I can't see if I've put the seeds down for example or what I'm using the scythe on. It also feels slightly scary that they stay close when you chop down trees. I always feel like hurting the the sprytes.
7. I went on a rainy day to discover the deeper woods and the lilac fog that marks the entrance was a lot less visible than on a sunny day. I didn't notice that it was there at all and only knew where to go cause I read what the skull said (which we all should but I bet there's people skipping through)
8. I think I saw somewhere that you'll be doing an overhaul of the combat so I won't say much about it other than when I understood it it was fun and I really liked that you could always run away from the sprytes if you didn't feel like engaging in combat.
9. The way to the other forest felt quite tedious for me personally. The environment is pretty vast so it would be nice if you could port yourself via the crystals or if things were slightly closer together.
I think that was all. I'm really looking forward to seeing this develop further and to of course play it one day. Keep up the amazing work <3
Thank you so much! It makes me so happy to read positive things about it and when people enjoying it! Your points are noted and I have not much to say, some are bugs I need to tackle and for some I have solutions already. I have an item you can use to control your Sprytes better, a whistle. Once used they stay at the position they're in and when used again they start following you again. The thing is, I coded that months ago and need to test it again and hope it's still working lol
Mouse control is another endboss for me. I designed the game with controller input in mind and it's oftentimes a struggle to compromise. Sometimes I just forget certain things for mouse or controller. I know for instance, that the hotbar should get more interaction with the mouse, like clicking on slots to focus a slot and using tools where your mouse is targeted at. UI is a just very difficult to get right I think.
Yeah the combat gets a bit of an update, not completely different, but I want to redo the tutorial and you can then switch out sharbles for other ones, catch new sprytes, take their sharbles and combine a unique deck. Every Spryte has a unique Sharble only they can use and I think I managed to make them feel like different classes or archetypes. When it is ready I post a Devlog to itch :)
Thank you again for your time and the feedback! You all help me to make this game better and that's lovely
That item for controlling the sprytes sounds like a really smart idea. I've thought about it for awhile but only really came up with solutions that would cause new problems for other stuff.
It's a struggle to have good controls on both especially when you have a lot of functionality. But the plans you have for the mouse interface sound really solid. One thing I did notice that I thought might have been a bug though is that Q and E didn't react at all. I had to use 1 and 2 to scroll through items.
I'm already looking forward to the devlog!
No problem, it was a really welcome distraction and I like I said I had a lot of fun!
Hey!
I enjoyed the game, the art style is cute, relaxing, and inviting. Monster taming and farming sim is also always a combination that hooks me :D
The combat is very interesting, I really like the potential of the risk-reward of drawing sharbles and am intrigued to see what other strategy / options I will have! My first strategy was to just pull as much as I could, getting closer to the limit but that always backfired. I won the first fight by basically overloading every turn haha.
It took me a while until I understood the UI for overload though. Initially, I thought the number was the indicator and that I wasn't supposed to go over 100. The diamonds are very small and the particles floating around have the same shape and color as the filled overload units so I didn't notice at first that something was changing. I got it eventually, but I would suggest making the bars, which seem to be integral to the combat system, standing out a bit more / easier to read.
Additionally, already having sharbles with different effects might be a bit much to learn at once, in my opinion. Figuring out how the drawing works, overload and damage, that there's a bar for each spryte, is already quite a bit to learn so I think just starting with a bag of basic identical sharbles could help avoid overwhelming new players? Then let the player add additional ones a bit later once they have figured out the basics.
I'm not sure if I had broken the game somehow but I had a feeling that I did something wrong at some point. There were no other wild sprites or battles beyond the first one. The skull explained to me how the farm and tool works and then nothing else seemed to continue? I'm not sure if that was the end of the alpha already. Also, going back to the skull started the initial dialogue again and I got the skull in my inventory a second time :D
Generally, like the direction and am excited to try more!
Hey Zein, thank you for playing and giving me feedback! You have good points I can add to my workload haha. I'm happy you liked the combat, the game really is a baby still ^^ I work on an overhaul for the tutorial and restructured the combat and introduction to sharbles as a concept. Most playtesters found it confusing and difficult to understand, so I try to make it easier! Yeah if could go back to the skull and he's still on the ground something went wrong, I'm sorry. Normally you get advised to grow some crops and speaking to him in your inventory again he guides you into the woods, where you can find different Sprytes and new crops/seeds. However, I'm adding new features and content whenever I can, so maybe come back later when there's more to explore?
(this html form is killing me btw)
Few things despair me more than the Itch.io text editor haha
And I know how annoying it can be when you get feedback that assumes a later stage in development so I hope I wasn't too bad :D
No need to apologize! You communicated that it was an early build so bugs are to be expected.
I'll definitely want to give it another shot and try more of the battles. On my first startup I alt+F4 out of the game because I was trying to get the controller sorted which led to a long freeze and the log saying it was unable to free an invalid ID. The log file is HUGE. 2.4GB D:
(I still have it if you want to see it)
When I started the game again, I was above the start point with some items spawned around me. Maybe that was the reason some of the things didn't trigger correctly?
Oh no, I then know what happened. No idea what happened with the log file though ?
There is some struggle with the save file if you close the game up to a certain point and then use continue next time. I need to get some flag into the save file loaded on start that marks it when you haven't played until this point. Or I manage to sort this out without throwing bandaids onto it xD
At this point I think it's better to get rid of that log file, burn it or bury it in the woods lol
I shall burn it quite intensely, then! :D
This was so fun!!
I was playing on Windows 11 with a screen resolution of 2560 x 1600.
I was able to plant and sleep and I triggered a battle once but never encountered a battle after that? I also accidentally fled from that first battle so that might have impacted something, haha.
I really liked how the trees decreased in opacity when you were behind them and I loved seeing my little buddies follow me around. :)
I noticed that I could see some blue screen underneath the art in the upper right most part of the map, but I know I have a very odd resolution which might be the cause of that.
I liked your writing! The skull was very funny, heehee. Can't wait to see this game bloom! :D
Hey Heiden, thank you so much!
I think fleeing the first battle shouldn't break anything. But I haven't thought about it tbh xD
After planting the seeds you can talk to the skull again (use him like the other items lol). Then you can go into the forest with lots of creatures.
The blue screen is weird, the screensize should span over your screen with integer scaling + black border if needed. Thanks for mentioning that, i'll check out different solutions! I thought about just extending the screen with different zoom options in the future.
Thanks again for the feedback, I'm very happy that you had fun :)
Love the art style!
Keep it up