Fairy Tale

Fairy Tale

  • FlashPulse
  • 2 years ago
  • 37th

You have fallen down into some old and dark ruins. Luckily your Fairy friend will help you by lighting your way forward. Use your platforming skills to get out of the ruins while the Fairy lights your path for you.


ARROWKEYS - Move the player and the fairy. You can "look" up and down.

SPACE - Jump

ESCAPE - Quit (there is a confirmation prompt)

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  • Kwis
    Kwis Kwis Level 60

    Heh, I'm not a fan of "precision platformers". You should start the game with a learning curve at least, to accomodate for more people. Just the beginning at least. It's always a bit frustrating when you feel like you touched a spike while you were not on it.

    I'd like to point out that the deathrattle sigh of the player is kind of amusing, as it shows some kind of mild disappointment over death :p


    Wow. this game has a really cool atmosphere. I'm especially talking about the use of stereo in the waterfall sound effect. I didn't even know you could control stereo sound in gaemaker. (downloads Project). Interesting. I've only used "audio_play_sound" and "audio_sound_gain" before. I've never wondered what the other audio functions does.

    Anyways, for a guy who've been programming for 32 years, I expected it to be more focused on mechanics. But this is instead focused on the atmsphere. The Controls are also tight and the level design is very good considering that you're only using ground and spikes. It would be fun to speedrun. And when I say would be I mean was. I completed it in 30:97 seconds. BEAT THAT!

    I don't agree with the others that the first checkpoint is too hard. I got through pretty easily. But that may just be luck. It's the easiest part to speedrun at least. You just hold down right and jump occasionally.

    One thing that could be improved is the corelation with the theme. And I know there is a compation. But you could focus more on it. It doesn't have a central role in the gameplay and the game would be mosly the same without it.

    Still really fun and immersive game; the best I've played so far I think.

  • Andrew
    Andrew Andrew Level 4

    Wow this starts out with a pretty difficult platforming section. It looks really good, though!

  • Ardeimon
    Ardeimon Ardeimon Level 11

    I couldn't really get past the side-by-side spikes and got frustrated. :D

    I do wish the fairy's light can be controlled independently from the player as it was a bit hard to judge how far of a jump you'll need to get across the spikes.

    The environment and the music (or the lack thereof) kinda mash well together.

  • QuibbleCoatl
    QuibbleCoatl QuibbleCoatl Level 11

    It's a nice little game, the graphics are very nice looking and fit together well and the sound effects are good, liked the sort of reverb/echo effect. It would've been nice to have some sort of ambient track in the background but the silence works in its own way with this.

    On gameplay, it's simple and controls nicely but perhaps it could've used another small twist of some kind to shake things up a little later on. I think you could've gone a little bit further with the fairy companion concept too, it feels a bit bare as it is.

    The first checkpoint is (compared to the rest of the game at least) crazy hard to get to. I believe that having a single extra checkpoint after the first jumping section would have made the game more enjoyable overall. Perhaps reducing the hitbox of spikes from the side a little would've helped too.

    The game had a really nice style and atmosphere to it and it is a well polished for a small platformer. good work on the game.

  • Tero Hannula

    Aah, couldn't get to the first checkpoint, I got too frustrated and died awful lot of times. I eventually ragequitted :D Nice graphics otherwise and pleasent sounds, though somehow a bit empty. Maybe something athmospheric sound effects randomly spurring etc.?

    I don't have GMS2, so I can't open up the project and make it easier for myself, though it was nice of you add it.

    • FlashPulse FlashPulse
      Level 7

      It is a bit hard, yes.

      I actually planned to have some hummey / cavey rumbling for atmosphere, but as happens I did not have time (or sfx skills) to do that. :P

      Thank you for the feedback. :)

  • Pol L.
    Pol L. Pol L. Level 4

    Finally beat this ! The ambiance was really cool with echoes and feeling of loneliness. The music of the menu is beautiful (but the water sounds were a bit too much) Hard but satisfying just like BDSM. A nice game :)

  • abso1ution
    abso1ution abso1ution Level 7

    Great art and atmosphere, it took a bit of time but I beat the game, the platforming was decently challenging. The light mechanic is interesting but a bit underused, a lot of the jumps were blind even when right up to the edge.

    • FlashPulse FlashPulse
      Level 7

      Yeah, I ran out a bit of time so I didn't have time to really get into the lighting properly.

      Thanks for your feedback. :)

  • Jean-Bernard G

    Ho my this game was hard. I manage to finish it, but a can't say how many time I'am dead. I will not criticize the difficulty of the game, especially because you implemented checkpoint and hard platform is a type of game. First of all, it's a bit sad to not have a music while you playing and the SoundFX makes you feel lonely (at least I had the fairy with me ;)). The camera movement is a bit jerky. Does it move pixel by pixel? Anyway you have done a good job for one man in 48 hours and all the dead body on the ground make me see my progress .

    • FlashPulse FlashPulse
      Level 7

      It is a bit hard, yes. It's a bit difficult to judge how hard it is when you play through it a 100 times while making it though. But i thought it would be OK since it kinda "extends" the length of the game. :P

      The lonely feel was actually kind of on purpose since you're alone and lost in the ruins, but I did think about adding music at some point... Just never got around to it before the time ran out. :)

      It moves pixel-by-pixel, yes. I kinda prefer it because you don't get half-pixels overlapping each other, but it does make it a little more jerky yes. It's actually mostly to keep the pixel size when you rotate stuff, but I actually don't rotate any sprites in this game, so I guess I could have gone with the smooth approach. :P

      Anyways... Thanks for playing, and thank you for the feedback. :)