Leafkin Quest by Ethernal Tech


Leafkin
Leafkin are magical creatures born from the forest itself to defend against the threats of pollution. In Leafkin Quest, you embark on a quest to save your home by exploring dungeons and recovering sacred leaves from an ancient tree, using the power of a magical grimoire to confront the enemies that threaten your woodland sanctuary.


Controls
- WASD: Move
- E: Heal
- Q: Cast Spell
- Left Click: Attack
- Space: Dash
Features
- Explore enchanting dungeons.
- Collect Sacred Leaves.
- Engage in fast-paced combat with various enemies.
- Experience a charming art style and immersive soundscapes.
Assets
Please consider voting for the graphics in Leafkin Quest! Remember to exclude any assets that are not mine.
While Leafkin Quest is a product of my creativity, it incorporates several assets created by talented artists whose work enhances the game:
- Tree Tileset: A beautifully designed set of tree assets that brings the environment to life.
- Green Spell: An enchanting projectile effect that adds a magical touch to the gameplay.
- Wand: A delightful representation of the character's magical abilities.
These assets are not my own, but I am grateful to the creators for their incredible contributions. Their work has been instrumental in shaping the visual experience of Leafkin.
External Resources:
Acknowledgments
A special thank you to the creators of the external resources for their fantastic work, which helped bring Leafkin to life.
Unimplemented Mechanics
Due to time constraints, several features had to be scaled back or removed from Leafkin Quest:
Shop System: A shop where players could use the collected coins to purchase items, potions, or upgrades for their character was planned but not realized.
Skill Enhancements: There was a concept for enhancing abilities or unlocking additional spells using Sacred Leaves, which would have added depth to the gameplay.
More Missions: The initial design included various side missions that would provide additional lore and context to the game world, enhancing the player's experience.
Expanded Areas: Additional zones to explore were envisioned, each with unique challenges and enemies, contributing to a richer and more varied world.
Diverse Enemies: More enemy types were planned to offer varied combat experiences and strategies, increasing the game's challenge and engagement.
Despite these omitted features, Leafkin Quest still offers an engaging adventure, and feedback is welcome to enhance future updates and expansions!
We hope you enjoy playing Leafkin Quest as much as we enjoyed making it!
Patch Notes - v0.1
What's New in Leafkin Quest:
- Fixed typo: 'Go to Twon' -> 'Go To Town'.
- Added an icon to the left button attack.
- Polished skill icons for better clarity.
- Recolored the Thorn Spell ability for a fresher look.
- Balanced abilities and enemies for a smoother gameplay experience.
- Various bug fixes for improved performance and stability.
| Link | https://ethernal-tech.itch.io/leafkin-quest |
| Original URL | https://ldjam.com/events/ludum-dare/56/leafkin-quest |
Ratings
| Overall | 366th | 3.72⭐ | 43🧑⚖️ |
| Fun | 404th | 3.561⭐ | 43🧑⚖️ |
| Innovation | 714th | 3.088⭐ | 42🧑⚖️ |
| Theme | 288th | 3.964⭐ | 44🧑⚖️ |
| Graphics | 250th | 4.134⭐ | 43🧑⚖️ |
| Mood | 210th | 3.94⭐ | 44🧑⚖️ |
| Given | 86🗳️ | 31🗨️ |
Attacking felt good, though the spell didn't seem to do much. Also, aside from a bit of max hp, it didn't feel like leveling up did anything either.
Fighting the monsters was fun, but most of my time in the game was spent walking around the empty dungeon afterward trying to find which direction the sacred leaf was in. Would be nice to include an indicator pointing the way.
Lastly, I haven't worked with GameMaker in a while, so I'm not sure if it's the only export method, but the installer felt like overkill.
I've just added the portable format option. I usually export it as an installer, and I had forgotten about it, so thanks for the feedback.
Regarding the game, there’s still a lack of feedback when leveling up. I couldn't polish everything as much as I wanted, but I'll make a note of it and upload an update once the JAM is over (so that what is played now remains just for the JAM).
You're right, there’s a lack of feedback when completing tasks. I didn’t have enough time to implement everything I wanted, but I’ll keep it in mind for a future update.
And regarding the controls, I’ll try to provide more visual information, as well as for the abilities.
Thanks for your feedback!
I'm also glad that you found the gameplay fun. Thanks for giving it a try!
Great use of theme, being a berry is great. And such a nice little option to be able to pick your color - I made sure to be grape (clearly the best berry soldier).
The Q spell doesn't seem quite efficient. You can use it to hit multiple targets, but you have to be pretty close to them to do so. If I want to play safe, I can just run around, kiting ennemies with my left click and never lose an HP, while using Q might ends with me losing half my life.
But definitely, the game is a really great base, and doing this much in a Jam is quite impressive!
The magic attack (left mouse) on the other side felt underwhelming damage wise. It's also a little bit tedious to klick the left mouse every time. I would like to just hold it for autoshooting.
Finding the leaves felt more like a time filler. I would prefer it to just appear next to me or at least have some enemies on the way.
The controls felt good and I liked the gameloop, so I ended the main quest and had fun doing it. :)
Good job and keep up the great work.
Maybe ennemies are a little to "aggressive". They runs on you (even during the reading phase) and always knows where you are.
So the game is more like "kill them all" and after "look after the leaf in an empty dungeons". I ask myself if it would not be funnier to decrease the aggro zone of the mobs.
btw I think being able to choose the color of the leafkin was a really nice little detail!
I understand your comments about the magic attack (left click). I recognize that it can feel a bit weak and tedious to click every time; I will consider implementing an option to attack by holding the left click in the future.
Thank you for playing and for your kind words!
I'm glad you enjoyed the game and its graphics style.
I understand your point about the enemies' aggressiveness, and you're absolutely right. Due to the time constraints of the jam, I designed their behavior to be very basic. In the future, I would like to approach it more like a 'maze,' where enemies only track you when you're close by. I'll keep that in mind, and once the jam is over, I'll get to work on it! ;)
Thanks for your suggestions!
I had some trouble finding a window to heal because the enemies were too fast for me to stop. I ended up giving it up and going full berserk on them.
You might give a slow effect to them if hit by the spell if you decide to work further on it. A little tweak to the steps sound could be good too.
In any case a solid entry for a jam! I had fun playing it.
Seems like the summoner enemies are the most important to get rid of and spamming Q does the trick.
The different abilities were great, you guys killed it!
Please keep developing!
The aesthetic of this game is so beautiful, the art, music and sound effects all work together perfectly and are a joy to experience.
I loved the gameplay, it's simple but satisfying and yet gets quite challenging quite quickly. It's really fun!
Good work, I'm waiting for more!
The graphics are awesome for its style. The game clearly has potential
However, there are some notes: the staff seemed a bit useless to me, perhaps because of the lack of its pumping. Background music would be very helpful
**Strengths of your game:**
- Graphics - everything is done in a uniform style, and the style itself is pleasing to the eye. Gorgeous!!!
- Variety of enemies and levels - yes, there aren't many types of enemies, but they don't get boring so quickly. - And the levels seem to be procedurally generated, which is very good!
- Variety of mechanics - if you figure out how to combine them properly, you can become a skilful dude in this game :sunglasses:
- Sound effects - feel like an integral part of the game
**Not the strongest points:**
- Lack of music - it is woefully lacking
- Lack of a store - you have coins, but nowhere to spend them.
I'm sure that all the shortcomings are only due to lack of time, after all, this is Ludum Dare! A lot of work has been done, I want you not to abandon your game, it has great potential!
Bottom line: level 8 and 347 coins
And then I got bored :sweat_smile:

I’m really glad you enjoyed the game and saw its potential.
Regarding the weapon, you’re absolutely right, if I continue developing the game, I’d love to add more variety and make them feel more impactful, possibly with on-hit effects or other improvements. As for the background sounds, I completely forgot to include them! But I’m really excited to keep working on the game and add ambient sounds to enhance the experience.
Thanks again for the feedback!<3
It means a lot to hear that you played that much and enjoyed the game.
As for the weaker points, you’re absolutely right.
The lack of music and a store were mainly due to time constraints (Ludum Dare really pushes those limits!), but if I continue with the game, both of those are definitely on my list of things to address ;))
I’d love to add a shop system so those coins actually have a use, and I agree that music would help set the tone even better.
I really appreciate the feedback and encouragement!!<3
I have to say, the other controls are shown on the screen, but I totally forgot to include the dash in there 😅. Glad you discovered it and enjoyed the game more after that!
Thanks for the feedback!🥺
Hard to understand who take damage me or enemies, control is not perfect, but i it was fun 10 minutes)