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Wishbind Demo

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This is the demo for a game I made, ported to web. It's an exploration based 2D collect-a-thon, NOT a metroidvania, so don't expect unlockable abilities, or backtracking, etc.

The difficulty of the demo is on the easier side, but the full game has much tougher challenges!

I haven't tested the web version thoroughly, so sorry if there are any bugs. Feel free to report any if you find them, I'll try to fix them in a timely manner.


If you want to check out the full version of the game, you can do so on Steam!


In case you need them, the default menu controls are:

WASD - Up, Left, Down, Right

J - Accept

K - Cancel


Known quirks of the web version:

  • Game doesn't detect analogue triggers (ZR, ZL) on the web version, at least on the switch pro controller, so rebind those controls if they don't work for your controller (for example, the interact keybind).
  • For some reason if you activate fullscreen with a gamepad it doesn't seem to work on the web version? I have no idea why, it works if you set the option with the keyboard.


Fixed quirks:

  • I can't seem to figure out how to make the iframe be actual 720p, so the pixel art is a bit distorted, I recommend playing in fullscreen mode.
  • Pause menu button on keyboard is ESC which is also the button to quit fullscreen mode for the iframe, so I also recommend rebinding that control to another key if you want to play on keyboard using fullscreen and be able to pause without exiting fullscreen.
  • There seems to be some audio delay with actions at least in firefox. Will try to fix it.


Some screenshots:

iu_1518516_27474728.webp

iu_1518518_27474728.png

iu_1518517_27474728.webp

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This is amazing! i love the interaction between characters. Sometimes its sad but wholesome and sometimes it just silly (i love the changing color to pink interaction:)). Some sections is really hard but i like it:))

strellydev responds:

I'm glad you enjoyed it! thank you for your kind words!

sick

This is wonderful! I like the cute blue character you play as. He's so adorable, and his moves are just as amazing. Overall, this is such a great game. Can't wait to get the full thing!

strellydev responds:

thank you! I'm glad you enjoyed it!

Idk how to pogo the white-outlined obstacles. They just reset me.

strellydev responds:

You just need to position yourself a bit above the obstacle in the air, and then press the pogo button!

I'm not a fan of platformers, so I'm not going to judge that part.

What I didn't like about your the game is that it starts in that super bland lab environment. I was completing the tutorial you made and didn't give any attention to the story. But when I saw the vibrant colors and NPCs of the world you created, the game suddenly felt significantly better and enjoyable.

I assume since the OC is an elemental, the lab has something to do with their origin story. But my recommendation is to not combine this cold sanitary first environment with a forced step-by-step tutorial.

The tutorial itself is completely fine, my suggestion is to move the NPC with a short greeting dialogue to the start to welcome the player and sprinkle some of that vibrant environment inside the lab.

I see that you put a lot of work into creating this great world, it would be a shame for players to never explore it because of a tainted first impression.

EDIT: Ignore my message if you don't want another "what if" on your shelf.

Your logic behind the bland tutorial seems valid.

But the problem is basically that the player was never introduced to the "good" and doesn't know it's there, so some players like me just extrapolate the gameplay to being "bad". To create contrast, you need two colors, you have a long strip of black at the start.

There is a reason there is a bright glowing tree inside the dark grim cave of starting area in Elden Ring.

I would like to see a big bright tree in your game too, just in the very first room.

strellydev responds:

Very early on, I had the character be introduced earlier, but some testers complained that they just wanted to jump into gameplay straight away and to put it later.
The tutorial specifically was always a point of conflict throughout the development and went through many versions, so seeing how it's still the case makes me a bit nostalgic haha.

As for the sanitized visuals of the tutorial, I'll point out that that's intentional, alongside not having any music or many sfxs. I wanted it there to be a big contrast between the laboratory and the whole world, it's a bit thematic to the game story, and I wanted to create that exact moment of going out and seeing the world feel more colorful and alive that you experienced. But yeah, I knew it wouldn't be everyone's cup of tea. Maybe I could have executed it better, lesson learned for my next project!

I appreciate your thoughts and that you gave the game a chance even if you are not a fan of platformers, and I'm glad you were able to find enjoyment in it!

Edit:
Yeah, I get what you mean, I for sure could've done it better! If I get a good idea on how I could somewhat easily implement something like that without changing the whole tutorial I'll do it.

Credits & Info

Views
2,269
Faves:
24
Votes
86
Score
3.78 / 5.00

Uploaded
Jan 4, 2026
8:55 AM EST
Supports Gamepads!
Gamepad support is built into this game.