A downloadable game

A 2D platformer featuring Hololive - EN Council's Ceres Fauna. 

Play through 5 different levels and rescue the captured Council members.

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CONTROLS:

Attack - Z / J

Jump/Glide - X / K

Pause - C / L

Walk - L and R Arrow Keys / A and D

Full Screen Toggle - Space Bar

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To update the game, simply redownload the game. The previous save file should carry over.

UPDATE HISTORY:

Ver. 1.1: Implemented 2 control scheme types (Arrow Keys/Z/X/C and WASD/J/K/L)

Ver. 1.2: Bug fixes

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This game is a derivative work of Cover Corp. HOLOLIVE Idol Project. All characters and intellectual property found within the game are property of Cover Corp.


StatusReleased
Rating
Rated 4.6 out of 5 stars
(7 total ratings)
AuthorNot Shu
GenrePlatformer, Action
Tags2D, Fangame, hololive, Pixel Art

Download

Download
a fauna platformer.zip 142 MB

Install instructions

Download the ZIP file and run the executable.

Development log

Comments

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This won't install in the itch app. It gives an error  about "Cannot read property 'build' of undefined"

On Steamdeck (which is the only pc I have) the only way I know to run itch.io games is through the itch app, which means I can't play it.

Thanks a lot! I just finished it. I really had trouble with the flies on the final fight, they were so hard to hit.

I liked the other 4 bosses a lot, though!

Wow! Really nice game!

The pixel art is great and the platforming sections are well designed and challenging! The boss fights are well done too! It's very rewarding learning the boss attack patterns and finally beating them.

I think the only thing I'd suggest improving is the text font. It's very blurry. Oh and if it's possible, have a 2x and 4x screen size option too. I like playing in Windowed mode but the 1x size is too small for my monitor.

Great game! :D

Hi Shu! That was a really cute and fun game! The bosses all had unique attacks and I thoroughly enjoyed all of them! The IRyS heals are all pretty well timed too! And there's even the true platforming part being the clock level. Amazing art on Fauna and the true boss too! I didn't really have anything to say that DrunkRaccoon didn't already say. But I didn't mind anything at all, since the levels are short and sweet and IRyS heals so much anyways. Thanks for the game Shu!

Hi Shu! I would like to stream the game on my channel, Janken Pomme, where I streamed and supported other HoloFan Games before. Would that be ok with you? 

Of course!

Just finished the game. Really impressive work and amazing pixel art. Here are some feedback that you could consider when updating the game or working on your next project.

General

  • The text in main menu and cutscenes are a bit blurry which may be caused by the anti-aliasing feature of Game Maker. Fiddling with the interpolation setting might yield a clearer image.
  • I love how flowers bloom under your feet while you move.

Control

  • Holding X would lead to immediate jumping when landing. It would be more intuitive to detect key press instead of key held for jumping.
  • On the other hand, I would prefer to automatically glide when X is held while falling instead of requiring another key press to glide.
  • Landing during air-attack animation would cancel the attack. This makes some platforming section harder but could also allow some high level strats.

Level

  • IRyS doesn't heal you to full health when you first go through the checkpoint, but respawning there does give you full health. Not really a big deal but felt a bit odd.
  • The fan blades in windy ruins don't look like they would hurt you but they do. 
  • Moths in windy ruins are quite annoying to deal with since they exclusively spawn from above your head and fly slightly faster than your move speed while your effective attack range is mostly to the side.
  • The world tree platforming part stretches on for a little too long as the layout is largely the same.

Boss fights

  • Each boss has an amazing and unique moveset. It is really fun to learn what they do and the animations are really well crafted.
  • However some of the moves are too quick and barely give you any time to respond. Some telegraphing before each move could go a long way.
  • One example is mumei's moveset, her downward thrust and sword throw move both have her jump into the air. However the former requires you to move away while the latter requires you to stay below her.
  • Most bosses are quite well paced, but the last fight is a bit repetitive.
  • With all flowers having a hitbox leaving you little space to maneuver, the fight boils down to a test of muscle memory.
  • This trait is further emphasized in her all-out attack where you don't really have enough time to dodge the beams unless you memorize the pattern.
  • Finally, you could give players more leeways to dodge boss attacks by incorporating platforming mechanics into their respective boss fight, fans in moom fight, bouncy node in sana fight etc.

Misc

  • The part where Sana walks away after the final fight physically hurts me. 
  • A chargable attack and/or a way to heal during a fight (like in hollow knight) may give additional depth to the gameplay.

Overall I really enjoyed the game. Thank you for making it and hope you keep up the good work!

Thanks for playing!

I'm sorry for inflicting psychic damage to you.

Valid feedback, btw :)

Great platformer, but I can't ust to conrol. No controller support, no change keys

Super Princess Fauna