Gods of the Forest by Dan Allison
Synopsis
Summon the power of the Gods as you journey through their domain in a quest to discover a cure for the crimson tears to help your dying sister. Adventure through a sidescrolling 2D platformer to see what the hides within the forest.
Controls
(Requires mouse and keyboard, no controller support yet sorry!)
Q - Open/close spellbook
Arrow keys - Input spell command (In the UI panel at the top)
Left click - Will cast a spell if one is equipped (All arrows are green) Left click - Continue when in dialogue
Space - Jump
A - Move left
D - Move right
E - Interact (Also appears on screen)
Development
All the code, art, animations and writing were done by me. The audio was from resources available online. Everything was done as part of the jam and I am exhausted. I copied and pasted this sentence from my LD53 entry and it's still 100% spot on. Though I think I'm more exhausted this time.
Had grand ambitions this jam and part of my wishes I'd focused on some things more specifically rather than being so broad. Could have had more interesting story stuff if I'd spent less time making levels and enemies. Could have had better platforming if I'd have spent less time on story and spells and dialogue. Always the case, I suppose. I had fun and I'm pretty happy with the end result either way, hopefully you will be too.
Known Issues
- Replaying the game after finishing it stops you from learning spells. Refreshing the page (Web) or closing the game and reopening will let you play again though
Screenshots



Version 1.1
Fixed some bugs/issues:
- Fixed broken enemy AI in some cases
- Fixed transitions and music not working in all scenes
- Added in missing sprites/animations
- Fixed collider friction (Thank you, Anvilesque!)
- Added in tutorial
Licenses:
Vopna by Alexander Nakarada | https://creatorchords.com Music promoted by https://www.chosic.com/free-music/all/ Creative Commons CC BY 4.0 https://creativecommons.org/licenses/by/4.0/
| Link | https://danallison.itch.io/gods-of-the-forest |
| Link | https://danallison.itch.io/gods-of-the-forest |
| Original URL | https://ldjam.com/events/ludum-dare/55/gods-of-the-forest |
Ratings
| Overall | 754th | 3.427⭐ | 43🧑⚖️ |
| Fun | 765th | 3.268⭐ | 43🧑⚖️ |
| Innovation | 801th | 3.122⭐ | 43🧑⚖️ |
| Theme | 861th | 3.305⭐ | 43🧑⚖️ |
| Graphics | 805th | 3.378⭐ | 43🧑⚖️ |
| Humor | 792th | 2.662⭐ | 39🧑⚖️ |
| Mood | 594th | 3.538⭐ | 41🧑⚖️ |
| Given | 38🗳️ | 62🗨️ |
One critique I would give is that the third level (the one that gives the healing spell) was a bit difficult to figure out, as it wasn't intuitive to me that the icicle freezes water. Perhaps, simply, an area of water in the first level would remedy this. I did manage to get around it by realizing that it is possible to stack wind tunnels on the same spot to get a crazy high boost, though I assume this is not intentional.
I also often got stuck on the sides of walls or enemies, and if I recall correctly, I personally solved this by adding a Physics2D material with 0 friction to the colliders. Not sure if this is applicable in this implementation, but I figured I'd inform you just in case.
Overall though, well done! Definitely a game jam result to be proud of. (And don't overwork yourself if you're too exhausted! It's just as important to take breaks and pace yourself as it is to continue the grind.)
@anvilesque Thank you so much for such great feedback, it really means a lot. Happy you called out the trees specifically, I spent quite a bit of time making that and thought they turned out good so glad you liked them!
Agree about the ice, wasn't sure that players would figure it out when playing. Originally you were supposed to start with a different spell and get the ice just before the water which would have made it clearer but I didn't have time for that. Though I'm happy you found a fun workaround to get over the water, I never even thought to try that haha.
That's a great tip, thank you! That was something that I noticed early on and kept telling myself I'd get round to fixing it but over time I got used to it and forgot. Such a simple fix as well. And great point on not overworking, something I'm normally good at but definitely did a bit much this jam. It finishing 2am my time didn't help things either! But definitely good advice that I'll be sure to follow next time. Again, thank you for such detailed feedback, it really helps and means a lot to me.
It does feel a bit unwieldy to have to move your hand to the keyboard to prepare spells and then go back to your mouse to shoot, i wish that wasd could've been used as well.
Other than that, great submission!
Perhaps some polishing points in the gameplay and level design would be necessary, but taking into account the tight time to develop your game, I thought everything you did was very good.
Congratulations!
The mechanics that icicle spears can freeze water is actually intuitive to me, since the narration said that the god can "freeze the sea with single touch". Might be a bonus for those who read the text carefully. I also figured out the technique to stack multiple rising wind spell to perform a crazy jump. XD
@xeph-nebula I can definitely understand that. I wanted some kind of story in but I think it could have been edited/better paced.
@telkan I know what you mean about it being unwieldy, I wanted it to feel a bit chaotic and juggling your hand to cast felt like a good way to that. Thinking about it now I probably could have tried to use the mouse for all of the spellcasting and made the enemies a bit more chaotic to achieve something similar.
@lushboy-studios It's one of those things I always notice when it's not there so I try and add it in when I can.
@erik-tate I always struggle with balancing things in a jam and I find that because I've practiced loads while testing it I maybe made some of the fights a bit harder because I had gotten good at the game haha. But I'm glad you liked the tree ice part, I was pretty chuffed when I thought of adding that in.
@vphyre Yeah I definitely agree. Balancing, tweaking and polishing is always the thing I neglect in game jams haha. One day I'll learn my lesson and make something smaller that I can take my time with a bit more.
@moebiusmeow I'm really happy you picked up on that! I added that line in specifically to try and hint at the freezing to try and make it a bit more obvious haha. It's funny that I never thought to test stacking the wind once when I was making it. I guess I'd probably be allowed to fix it but at this point I think it's just a fun bug to keep in haha.
@cat-lab I said earlier in my comment but I think you're right about the casting. I wanted it to be tough but think I could have definitely done a better job with it.
One idea worth considering is to pause the game when the spellbook comes up, let people put in their spells, target the spell, and then release when the game un-pauses. Alternatively just have the spellbook come up automatically as soon as an arrow key is pressed and then after four inputs a spell is either loaded or fizzles.
There's some really well executed game development here, especially for a jam, keep it up!
When I read through tutorial, my first thought was: If I could jump with W, that would be really nice. But I didn't experience much discomfort playing with Space for jump. I like how the flow of the game is decently slow, so I can take my time and think and practice the spells. At the same time some points felt a bit more intense, keeping my focus on the game.
The mechanic itself is what made it really enjoyable for me! So satisfying, especially when I got both fire and ice spells and could play around with water. The way to call the spells with arrows as if I am writing in a combo for an attack in a fighting game (I don't know, that's the feeling I got! xD) felt cool for me as well! :3 Maybe I would make the wait for them a bit shorter though, especially for the health one. I mostly used healing out of battle so it was just a bit of hm... let's look at the ceiling... for me :)
I saw a cat in one of the levels but missed it. Is it a secret, does it say anything if you reach it?
I got to the end!

You probably didn't have time to implement more of an ending because you spent more time on spells and gameplay. But if you continue working on this game, I would love to see more of an explanation in the end, or maybe no, not explanation, but more like - something visual. Maybe a pixel figure of our sister, or something of the sort. I am a fan of making CGs for endings myself, but it doesn't have to be a picture, maybe just a scene in your pretty pixel-y style <3
Thank you for the game ^^
It is said that the spear can freeze a whole sea, but only takes half of the HP of the enemy?
Nice little easter egg with the dog to reward players for being adventurous / exploring around.
Being able to stand on top of the bat eye monsters and minotaurs feels unintended and like cheating. Breaks the challenge.
Enemies not being launch into the air by the air spell feels like a missed opportunity. However, nice touch making them fall into the water and drown.
Good job by not making the player have to restart the whole game if they die.
It was satisfying to be able to place 5 winds on the same spot and be launch to space.
It was enjoyable. It leaves you wishing that it had more smart ways of combining the spells, maybe into puzzles. But it was enjoyable enough to leave satisfied.
Thank you for sharing :)
I really wish the game has more visual impacts during dmg and spell casting.
@thesmellofoxygen It definitely wasn't intended aha, I think you can basically stack them infinitely. But it's been a fun loophole to see people finding.
@labcatgames I really wanted to get controller support in, the main issue with it was the spell aiming. I think it would have actually worked better using the right analogue stick to aim but just came down to time in the end. I think both those ideas are really good for the spellcasting, it's definitely the part of the game I think needed to improved on the most.
@kanity W isn't used for anything else and I think that could have made dodging while casting a bit easier so that's a great idea (One I should have thought of myself haha). The wait time is a good point as well, originally I wanted to have cooldowns on them and they'd appear a lot faster but ended up cutting that and just making them fall a bit slower instead which I don't think achieved the same result. Like you said, especially out of combat it does slow things down. It was actually a dog, not a cat (The same dog in my profile photo - Aloy) and it's just a kind of easter eggy joke I was able to sneak in.
I really wanted to get a more visual intro and outro in but I'm definitely a bit slower at art than I am at code so never managed to find the time. I knew exactly how I wanted the sister to look and I had a whole plan for an interior of the house I could have used so it was a shame to not get to it. I really enjoyed the cutscene stuff in Evocation and if I could have made anything I fraction as good as that I would be really happy. Something to try for in the next jam hopefully.
@dasilvacontin This is all really great feedback, thanks, I think a lot of this would make a big difference. The memorising the spells is a really good point, that feels like it would be a great natural reward to players who could get good at the game. Haha that's another great point about the spear too. The lore and the gameplay aren't quite as well meshed as I would have liked and that's a great example of it. And yeah combining the spells together would have really taken things up a level - making an ice storm by combining ice and wind for example would have been cool. Puzzles would have been great as well, it's something I've tried before it takes me a while to make them decent so I avoided it with the limited time of the jam but I think it would have really helped.
@saffwong I'm really happy that you liked you the writing. In the final hours of the jam I had to make the call between polishing up some gameplay stuff or getting more story stuff in and I went with the story, maybe the detriment of the game to some but I'm glad that some people don't mind.
@st00nsa Ah I actually thought you could get through it without killing. That would have a been a fun way to tackle the game. And you're definitely right about the visual impact, it could have just done with a bit more juice and polish. Some cool ice particles shattering when the spear hit the ground, or the grass getting singed when the fireball comes down.
Thank you for your kind words about my cutscenes, this is so sweet! I am sure you could do a great cutscene yourself, and I would love to see it! However, it doesn't have to be like a "movie" but can also be pixel characters on that background you mentioned, with some animations, talking to each other; I believe that would be fitting for the game and will achieve a great effect.
Sorry about mistaking dog for a cat, I saw them only for a slight second, in my defense ^^' I was so curious I went back to find the goodest girl <3

(tried to put it under spoiler tag but it seems that doesn't work here?)
That was a really nice secret :)
I noticed though, that you made some changes! The game now punishes me for wrong input ^^' Which I guess is fair, but I am glad I got through it on easy mode before =P (At least I am pretty sure it wasn't there before? I couldn't just input everything perfectly in whole first playthrough right?)
I think some sort of sound, even if it was simple, for the spells would have really added a bit of punch to using those abilities. I'd be lying if I said I didn't click through the dialogue, but I finished the game!
The biggest design choice that bogged me down was having to shift my hand from the arrow keys, back to the mouse to place spells. Felt very clunky. Perhaps holding left click would open the spellbook and the player uses WASD to initiate a spell (sacrificing movement). Or just have the spells always available.
@kanity That's a good idea, I'll need to try something like that soon. Would go a long way to adding life into the game. There shouldn't have been any changes, maybe the just bugged out one of the times you played haha. I appreciate you going back through to find the secret, I enjoyed making that part so nice that you enjoyed finding it too.
@krummsakura Definitely agree that there's a lack of juice. I think the new jam I take part in I might go with a much smaller idea so I can just polish and add juice on top with the time. Good to get practice with that sort of thing.
@deadjolly That's some really good feedback. The standing on enemy thing was just one of those things that I knew was problem but I just never got round to fixing - even though it probably wouldn't have been too hard to get something in to stop it.
Agree about the audio too. I have a bit of experience in editing audio but basically none in creating it so it's always something I neglect in jams sadly. I did look up some SFX assets but with so little time left I just put in a soundtrack and footsteps and left it at that. Glad you finished the game, all good that you skipped through the dialogue. I like writing and use jams to try and practice but if somebody isn't interested in that part then it's fine.
Good idea around the input as well, it's been the biggest gripe from most people that have played it really. Think if I took it further that would be the first thing I'd have to address.
unfortunatelly I got stuck in this screen after talking to the dog ;-; I jumped over the whole screen when i touched the air spot beside him :(
Well, I really liked the vibe and the art, the music was pretty good, yet a tiny little bit loud to me, so I had to turn it off eventually. The running speed also was really really fast, wich in the beginning i found a little bit weird, but the overall feeling is quite juicy and i ended up liking the velocity! Overall I really liked it! The art is cute, i really loved the colors, the fading atmospheric perspective in the trees on the background remembers me a lot of some SNES games that I really love! :) Great work!
I also liked how I could use some spells intuitively, namedly ice and fire on the water :snowflake:
I didn't first realize you could move while summoning and thought the game was clunky, but when I realized that you don't have to stay still, it became more fluid. I wish the UI would maybe close if all spells fail or something, so you wouldn't have to double tap Q every time. We made a similar summoning system to our game, but I think your solution for opening the summon menu is still maybe better for not having to hold any button.
Also, it was hard to hit moving targets and the minotaurs would never pause for a long so I rather just evaded them.
Apart from that, nice game with great mood! In the end you understand the dog's point of view better :smile:
