Hidden Pearl tells the story of a young heroine who sets off on an unexpected journey full of challenges to finally uncover the truth about herself and her family. What really happened in the past?

This is a demo version of a platformer where the player will experience the thrill of adventure, the strength of character, and the determination of the heroine.

This game is completely free. However, your feedback is invaluable! Please take a moment to RATE it honestly based on your experience. 

Controls:

  • AS - Move;
  • Mouse - Attack and Roll;
  • Space - Jump/Continue.

šŸ‘„ About the Developers:
This game is developed by Dmitry Petchenko-Vorobets (Unity developer and game designer) and Mila Petchenko-Vorobets (sound designer and co-game designer), in partnership with Craftpix.net — a platform providing 2D game assets for indie developers around the world.

Credits (Game assets from):

Full collection - Platformer Pixel Art Assets


Your Feedback Matters!
If you enjoyed the idea or gameplay, please leave a comment. Even a few words go a long way — every bit of feedback gives us motivation to keep going.
We welcome everything: praise, criticism, bug reports, suggestions, and ideas. It all helps us make the game better.

Updated 19 days ago
StatusReleased
PlatformsHTML5
Rating
Rated 4.8 out of 5 stars
(5 total ratings)
AuthorFree Game Assets (GUI, Sprite, Tilesets)
GenrePlatformer, Adventure
Made withUnity
TagsIndie, Pirates, Pixel Art, Retro, Side Scroller, Singleplayer, Unity, Wizards

Development log

Comments

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Hello Everyone!

Changelog:

  • Dialogue fix: dialogues can now be skipped by pressing SPACE
  • Boss fixes: spawn logic and defeated pirate counter have been fixed; the Sea King no longer repeats the same attack more than three times in a row
  • Keyboard controls added: Z ā€“ dodge, X ā€“ attack, Arrow keys ā€“ movement
  • Ladders reworked: the character automatically starts climbing when approaching a ladder; pressing the down arrow makes the character jump off
  • Shark alert system: when a shark spots the player, a warning to hide appears and seaweed spots where you can hide are highlighted
  • New props 
(1 edit)

I’m sure it’s a good game, and I’m going to keep playing to find out… but…

And maybe it’s just me… but this is kind of immersion breaking.

It doesn’t feel very ā€œye olden timesā€ to have a lowercase ā€œiā€ like that… šŸ˜… image.png

Cool to see these asset packs finally get used in a game though. Can’t wait to play the rest.

Edit: image.png

Well… it was very short… it seems to be ungodly difficult to make up for that, and that’s not something I’m a fan of… and it’s a bit janky… at least one unavoidable instakill (you need prior knowledge to position yourself specifically for it). – and the translations are a bit poor in general.

The bosses are also very janky… one time I had to five 6 troops and lost… and another time I only had to fight 2 and won? – And another I fought the Sea King (isn’t that a Pokemon?) and it tore into me with 4 different attack patterns, and another time I fought it, and all it did was rain…

And except for the second boss, there’s just that one repeating whistle music…

Again, it’s nice to see these assets finally getting used for something… but this is not it.

(+1)

Overall, the game is enjoyable and quite engaging. A few things I’d like to point out:

1. There’s a Space (Continue) button, but pressing it doesn’t seem to do anything. Being able to skip dialogue would be nice.

2. Sound. It would be great to have a mute button and volume control — the game got pretty loud a few times (raid boss for example).

3. Ladders. Climbing them isn’t the most pleasant experience — one small step to the side and you’re falling down.

4. Shark is a b*tch šŸ˜„

5.  I really like the inclusion of mechanics like air bubbles and climbing - they add nice variety to the gameplay.

6. Boss fight. The boss behavior felt a bit inconsistent. In the first two fights, he used bites and electric orbs, but in the third, he barely did anything until the very end, when he used his laser breath.
I think it would make sense if his attack pattern changed depending on HP:

  • 5–6 bars - bites

  • 3–4 bars - electric orbs

  • 1–2 bars - laser breath

7. The boar is also a b*tch šŸ˜„

Again, it was nice to play it.
Would be happy to try part 2.
Good job guys! 

the guy points gun above, but shoots down at me lol

(1 edit)

- I suggest you add the up arrow and W to be jump as well. Jumping on the space bar while W does nothing feels really weird and unintuitive.

- Similar thing for attack. Game should be fully playable with a keyboard, it doesn't make sense to use the mouse to click if you don't use it for movement.

- Speech line of the third NPC in the game is missing a "one". It should be "I will beat every one of them"

- Guy with a gun (the second aggro you encounter) has a weird collision. I'm not even sure how I killed him because my character was always standing far away, couldn't get closer, and attacking didn't do any damage. His health decreasing felt random, not connected to my attacks.

- First two stairs:

  - Lower stairs act like a ramp, which is fine and intuitive.I press to walk right and I go up the stairs, as expected.

  - Upper stairs don't act like the lower stairs at all, which makes this mechanic confusing since they look exactly the same. First I thought they couldn't be climbed because I just couldn't get on them, then, when I managed to (by standing in the middle and jumping up without moving), I immediately fell off when walking right. I understand this like that so that you can optionally go up the stairs, but it feels bad. I gotta go up the stairs jumping. This would be a good opportunity to use another button like UP or Space bar to make the character get onto the stairs when at the bottom (and just go through them if not pressed)

- Actually, I noticed all enemies have the weird collision I mentioned in bullet point 4

- If I take damage from the shark while in water I have no feedback because the oxygen meter occupies the same space as the health bar. I suggest putting one above the other and add other game-feel feedback like the character twitching, a shader or particles.

- There's no way to survive the shark as it's way faster than me and I have no sprint or dash

- There's no way to get back after getting the key underwater because My oxigen runs out and I have no dash or sprint.


This is what I have for now. I appreciate seeing the assets put together. I look forward to playing the improved version.

(1 edit)

Nice little adventure! The animation of the people at the starting town make them look a bit like they're dancing

It's lighthearted and cute.

Not playable from my phone browser. Would try this out if those buttons were added.

i would add buttons instead of the mouse controls so its playable on a laptop - as of now its too awkward to control for me at least !