A downloadable game for Windows

Demo for an Upcoming 3D Fighting Platformer!

Collect and combine ingredients for a wide combination of moves. Inspired by old N64 era favorites, like Kirby 64 and MegaMan!

Included are 4 levels to help get a taste for what the full game is like.
This is an early build and all things will be improved!

Alt + Enter enable and disable fullscreen mode! The window is freely resizable!

SELECT toggles the Ability Tooltips on the top right!

HIGHLY RECOMMEND YOU PLAY WITH A CONTROLLER. I've mostly tested it on an Xbox One Controller - however Mouse and Keyboard controls are still supported!

Character Designs and Art by Eyes: https://ko-fi.com/eyeseeyou/commissions

Player Models by Velsaebunn: https://twitter.com/velsaebvnn

Original Soundtrack by UgmoChan: https://ugmochan.bandcamp.com/





TEMP SOUNDS ARE NOT INTENDED TO BE IN THE FINAL GAME AND ARE ONLY PLACEHOLDERS AND WILL BE REMOVED.    

 TEMP SOUND CREDITS:

-Smash Bros 64 hit sounds 
-Minecraft "OOH"

Updated 18 days ago
StatusIn development
PlatformsWindows
Rating
Rated 5.0 out of 5 stars
(6 total ratings)
AuthorMeepalasheep
GenrePlatformer, Adventure, Fighting
Made withUnity
Tags3D, Cooking, demo, Female Protagonist, Low-poly, n64, Retro, Unity
Average sessionA few minutes
LanguagesEnglish
InputsKeyboard, Mouse, Xbox controller
AccessibilityColor-blind friendly
LinksSteam
ContentNo generative AI was used

Download

Download
Ginger Snap 8_14_2026.zip 83 MB

Install instructions

Extract the Zip and run the exe file within.

Please consider donating to my patreon at: patreon.com/Meepalasheep ! There, you can get access to the full game as I work on it! (You can actually play it start to finish but it needs polish! )

Thank you so much for giving this a try! I appreciate you! Like, a lot!

Development log

View all posts

Comments

Log in with itch.io to leave a comment.

(2 edits)

Controls for those without controllers 

You really need to be able to tell what charges of each element you have in your inventory, as well as being able to toggle the move help at the top right since it's only triggered once in the tutorial AFAIK

(6 edits) (+1)

You should be able to? Try resizing the window. I need to make it where there's preset window sizes, not freely resizable. As that can mess with UI. There should be a number within each color.

Select toggles the move help. I just added that feature so I apologize for jank and lack of ingame help. 

I assumed that having all that text upfront would be overwhelming so I made the Ability Tooltip off by default on the first stage. I never considered people getting game overs on the first level. I'm going to add more automatic toggles and include an ingame tutorial on how to turn it back on.

I meant the charges for each element when it's not in use.

(3 edits)



these?


 

Seems like they're not visible for me, all the other UI is fine.

(+1)

Yeah, I'm sorry! If you play with the window, it will appear. It's a mistake of having a freely resizable window and however I have that HUD.

Thank you for your patience!

(+1)

I tried to take notes about what tweaks I felt could help the game, some of these are subjective but things like coyote time are must-haves.

ice rock is fun
rock rock is fun
fire is fun but needs bigger bullets
lemon is fun
fire rock is too limited, needs more charges and abilities
fire fire is OP but needs more static projectiles, think suns instead of fire rocks.w
lemon ice is good for bossfights and not much else
ice fire needs to add momentum
rock is boring
lemon is neat but needs more damage
lemon lemon is fun but needs to turn off collision, think katana slash
rock golf needs to have changeable direction
enemy stun sometimes doesnt activate
invincibility frames
camera sens needs to be maintained and have a higher default
level 2 was very fun and challenging, but this isn't to say classic level design in 1
3's open ended design was more enjoyable than 1, especially the second area (even though it's a bit more confusing)
you should be able to collect more charges of the same element
each element needs more uses
level ranks are a bit too hard to get
ice spawns too frequently
recharge orbs need to recharge more
level 3 boss is too slow and has too little hp, HP bar
coyote time
no heals within carrot cake, restart button cant restart
(+1)

Good notes on the abilities. I appreciate all comments and opinions. Even if I'm not agreeing with one.

The camera sensitivity IS maintained in the full game. It's just how I have the demo working that messes with that. Sorry!

The comments on the levels are VERY appreciated! I'm never sure if the placement or the layouts are fun to other people! I like them, but I also made them!  I have NO idea if I'm any good at level design!

Was Level 2 being an arena too early? I've heard from others that it's very hard for being a second level. (The full game is non-linear and you can just go to another island to upgrade, but first impressions still matter!)

Glad to hear you enjoyed level 3! I always wonder if there's too much empty space. I've been working on adding more to it and condensing it. Was the tower helpful to make sense of the second section? The idea is to be able to climb up and see where 3 of the 5 (and a trail to another) keys are. It used to be the first level. But I found that was offputting to new players, hence the new linear 1-1. I *love* nonlinear things so I tend towards that kind of design, but you gotta onboard folks before you try to sell them on a game I guess.

Ice spawning too often is a very interesting thing. Would you say the resources overall were balanced? Too little? Too much?
Yeah, the ability point pickups kinda suck at the moment. I agree that they should give more than one point.

And yeah, I want level ranks to be VERY hard to get.

Sorry about the button not working. Was the start button still working, then? Was it only the clickable button?

Thank you so much!

(+2)

This game is fun!
My friend here has put a shit tonne of effort and months into making this thing a reality, so I genuinely hope this game gains some recognition.
I've also helped with some of the character design which is crazy to see be implemented into an actual project.

(+2)

🙏ty goody

also yes, he helped with brainstorming Ginger's original design, as well as some enemies' looks! part of this project owes itself to him!

(+1)

Soooooo good! 

:O

(+1)

Super creative and awesome. I have been watching the development for a while and am always impressed. Mechanics are very cool, excited to see where it goes as always.

tysm...

(+1)

Cannot wait to see where this goes. The bones are solid.

🙏Hoping the full game exceeds your expectations. Thanks!

(+2)

The mechanics are fun and cool and if you crave some old school 3d platformer vibes this is the game for you!

(1 edit)

High praise coming from you, thanks Bocky!  To anyone else reading this, go play Glitch Fairy! It's good! https://store.steampowered.com/app/1811910/The_Glitch_Fairy/

(1 edit) (+1)

Clunky, but promising, I’m gonna watch where this goes.

(+1)

thanks!

(+1)

I spent some time playing this demo and I had a really good time! I really liked the variety of different movement options and abilities. I forget what the combo was exactly that let me do it but the ability where you turn into a rock and get launch yourself was my favorite.

(+1)

Electric and Earth! (Or rather, lemon and nut) I love weird golf games, I couldn't help myself.

(+1)

A classic 3D platformer. The power up combinations are great for exploring the levels.

Thanks for the kind words!

(+3)

N64 Gameplay

Yep, that was the goal!