Alice the Giver is a game made under 48 hours for the Yogcast Game Jam. Later we continued to develop it and fix the bugs.


The story behind it is simple.

In a world loaded with all kinds of deadly monsters, only fighting can save your life. After all, every step of yours could lead you to encounter a new life-threatening enemy. But what happens when you don't have a clue about self-defense? That's the case of Alice- a fragile, brittle monster who had the unfortunate luck of being in such a dangerous position. She has no combat skills that could aid her in repelling unfriendly monsters. The only thing that she does have is a big, tender heart. Alice has always kept her delicate heart to herself, hoping that one day she'd spot the monster meant for her. That character would receive her love and become her forever protector.


Gameplay

You play as Alice. Alice cannot fight at all, but she's swift and faster than most of her opponents. She carries her heart with her and can lend it to fellow monsters- that turns the target into her companion, who attempts to protect her.

Controls

Use arrow keys to maneuver Alice. Press space to throw or collect her heart.

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The first release of AtG was undeniably buggy and patchy. We've decided to keep working on it after the Game Jam ended, so it has improved quite a lot since then. As of now, we fixed most of the main issues the game had. We consider it an alpha build, but we are aiming to improve Alice the Giver even more, and hopefully expand it to a full version.

Stay tuned for more updates!

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Team Contributors

[ Nickname | Role ]

- Cerbesus | Audio

- Kalle Thunell | Audio

- ToasterHead | Code

- thenerdpoint | Code

- Grey | Artist

-Kirstine Nordtorp-Nielsen | Artist

- Luc Holland | Guest

StatusIn development
PlatformsHTML5
Rating
Rated 5.0 out of 5 stars
(2 total ratings)
Authorsthenerdpoint60, ToasterHead, Cerbesus, kallethunell, kissi
GenreAction, Adventure
Made withUnity
Tags2D, Action RPG, Roguelike, Singleplayer, Unity
Average sessionA few minutes
LanguagesEnglish
InputsKeyboard, Gamepad (any)
AccessibilityConfigurable controls, Interactive tutorial

Development log

Comments

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(+1)

I only had time to play for a few rooms (died 3X) and thought this was an interesting game idea. Here are a few suggestions: add a dash button (can have a meter), - add the ability to "fling" heart in all 8 directions, even whilst running (like shooting in Enter the Gungeon), - be able to remove heart from enemy from all directions, - have some sort of visual indicator other than heart to show that enemy is "under your spell" & show visually how much time you have after removing the heart that the enemy is no longer under "the spell" (ex. add an aura around them that starts to blink after you remove heart). Will add more comments after playing a bit more. ;)

Thanks for playing the game! We sure are planning on making upgrades in the future. The suggestions are interesting, making an indication for the enemy after you take the heart is something I haven't thought of but now I get why it important for the player to see it visually. I thought about shooting the heart from all 8 directions like shooting in binding of isaac, but I still want to make the ability to throw the heart with a minimal use of buttons, we'll polish it someday :)

Cool, I look forward to the upgrades. ;)