
Not Us
Have you ever wondered what lies beyond the forest? Could it be that the foe you fear the most is the one that grants you the greatest strength?
Play as Twig, our brave heroine on a mission to save her land from a looming danger. Follow her path, forage, craft, and unveil the mysteries hidden deep within the forest.
Not Us is a solitaire-style card game where you forage for plants, manage your inventory, and try to stay alive.
When you're not foraging, resting or spending time in the alchemy lab, you travel the countryside of a land torn apart by wild magic. By your side: two trusty familiars — the cunning and loyal Lizard, as well as the wise and supportive Goat.
Learn more about Twig and the society that spawned her, with a tragic history that yet teeters on the dark edge of a future unknown.
Find and use the potential of that which grows in a land driven mad by magic! Extract, dilute, and infuse to both expand and upgrade your card collection.

How far will you go?
Explore different areas of the forest as you forage for useful plants and unlock card recipes and upgrades.
Advance by getting rid of encounter cards
Moving through the forest, an endless stream of encounters will need dealing with. Some present dangers while others can be used to your advantage. Make sure to manage your resources wisely, and always be on the lookout for opportunities to gain the upper hand!
Wield a mighty staff to turn the tide
Harness the power of Inert Magic — and the mysterious Null — in order to stem the flow of wild forest magic standing in your way. Use alchemic potions to reinforce your trusty staff and to power the clever Trap Jar artifact.
Make new friends
Discover the surprising effects of friendship as you meet and interact with various animals. All they require is a bit of encouragement (in the form of treats, of course!) and they will happily come out of hiding in order to assist you.
Balance cunning plans with clever improvisations
As you delve deeper into a dark and magic-infested forest, secrets lost and forgotten are revealed. Uncover the ancient knowledge that is Artifice of the Earthborn — how to make strange new potions that can aid you powerfully in your quest, if you can figure out how to bring their full effects to bear...







Status | Released |
Platforms | HTML5, Windows, Linux |
Rating | Rated 5.0 out of 5 stars (10 total ratings) |
Authors | Spelkollektivet, DaLath |
Genre | Card Game, Adventure |
Made with | Godot |
Tags | Coming Of Age, Crafting, Female Protagonist, Indie |
Links | Steam |
Download
Click download now to get access to the following files:
Development log
- New levels - River30 days ago
- Demo is out — now what?41 days ago
- Welcome to Not Us45 days ago
Comments
Log in with itch.io to leave a comment.
not us?? more like not like us, get it? like mustaaaaaaaaaaard
Not on browser?
There is a browser version, but the button might look a bit weird maybe :)
It's up top, under the 'U' in the logo.
very good graphics and gameplay.
Thanks!
Great demo, very fun and addicting! (I spent a little too much time playing it when I had other things to do). Although some of the mechanics are not so obvious at first, once I understood them all I felt like I was really in control, and appreciated every mechanic.
I definitely second everything said in the other two comments, but I have a couple things to add as well.
Alchemy:
One of the biggest issues I had was with the fact that the alchemy requires exact levels of the ingredients, combined with there being no way to actually undo adding an ingredient (there's the minus, but that uses more rather than giving back). Early on, I had thought the levels didn't need to be exact, due to the fact that for the regular blue or red potions, it completely ignores the other color. This led to me, in later game, adding a bunch of ingredients to make the level 5 potion, only to realize I didn't have enough red/blue mushrooms to make it exact. To make matters worse, since there no "clear" option, I had to use even more ingredients to bring the levels back down after.
I get that this is intentional to require exact amounts, but perhaps either make it exact for all or none of them, or at least allow an undo option in case it's misunderstood. As Kamoo suggested, having a tutorial here would help too.
One other thing I was thinking was that it felt like I didn't have a lot of freedom to experiment with different "deck" combinations, since everything is only ever upgrading the cards already there. That's one aspect I really love about deck building games.
Progression:
I understand that the progression is intended to make it more challenging and avoid grinding. However, there are a couple issues I had with it.
First, the fact that you can't replay a level is a little frustrating. This can easily make it such that if you make mistakes early on, these compound later, making it very difficult to catch up. It's not very friendly to people who take a bit to get used to the mechanics.
Second, per my above frustration, the mushrooms from early on are essentially required for the later potion levels to get them to match exactly. Since you only are pushed deeper, and don't find the mushrooms later, you will be screwed over if you didn't save some mushrooms early on.
Other Minor Things:
After completing the demo, I couldn't help but feel like I could have gotten a better outcome had I made it deeper into the last section, Though there was no obvious indication if this were the case, so perhaps there could be an indication there was nothing you could have done to change that outcome, or if there was invite you to try again?
Last minor thing, which you'd probably update for the final release anyway: It would be good if the characters had different images for different expressions depending on the mood. Since this is a demo though, I totally understand it not being fully polished with things like that. One thing in particular I noticed was at one point Twig said Lizard was in her cloak, but in the image he was still sitting on her staff.
Thank you for donating so much of your time! And for the constructive feedback which, as you mention, will be put to good use for the full release. We are currently taking a hard look at especially the on-boarding and tutorial, but I'm sure we'll have time to also address the alchemy screen!
I do like the approach of making the mechanics mysterious / visual only. I don't think I struggled with any particular mechanics but the biggest one I'd look at is the 'walking in / out of the woods' options. They both look very similar and it's hard to notice the difference or the changes it's making on the gauge on the left. It may also be hard to notice its flipping mechanic because it seems like a completely free pick you want out of the top row immediately ... My suggestion would be to have a clear UP/DOWN arrow and have that arrow turn when it flips so it's clearer about what's going on there.
It's also not immediately obvious when you're prevented from progressing further into the woods, which feels frustrating seeing some sort of 'checkpoint' that you're prevented from reaching ... Doubly so when you avoided some camp cards to get there, and now you're stuck waiting until camp comes again.
It's also weird that 'moving back towards the campfire' has no clear connection to when the 'you can now camp' cards come up.
Because the top and bottom slots of the staff work differently, some of the mechanics need to be better visually indicated to show they aren't bugs. For example a 3 dot potion in the bottom of the staff while there's a 1 dot of the same potion on top seems to discard the one on top, despite the fact I've never seen this happen at any other time. The fact that the top slot also wastes all its charges instantly versus the bottom slot only consuming some of its charges is also... There's nothing that shows that it's acting differently, even though the slots act differently in that regard. I originally thought these were bugs.
The different slot mechanics are probably a good thing, though. It's more enjoyable that you're trying to not waste potion charges but you have limitations that might make you waste them.
The 'store threat for later' bottle is easy to forget about, having it react more when dragging a potion over it (something you'll do naturally) would help remind the player it's there, or giving it a clear slot for a potion to go into.
The most frustrating thing I've found is that by the time you reach the deep part of the woods, if you've been saving up mushrooms, you have no space for the fancier plants which will now sit in your inventory and... Apparently, it's not counted as being held by you. If the inventory is going to be strict like that instead of letting the player hold onto plants at the expense of inventory space for potions & such then it should have a clear indication of when you're reaching max capacity... or that sending one plant into your inventory at a time is a bad idea.
Though, the question is, 'should I be concerned about getting better plants so I can get better upgrades to proceed further into the woods' since the progression seems to be tied to a counter when you camp instead, and there's no indication of a boss or threat or anything time-critical looming on the horizon.
The biggest thing I feel is missing is a sense of 'travelling', and that sense of something bad on the horizon that you need to prepare for that's worth foraging more cleverly/in the deep forest for. The 'not us' is introduced but when it's introduced it poses absolutely no threat, it simply exists. It may be better to withhold the visual or make it look like a recall/memory than a thing that the player is looking at, something to say 'this is a threat, but not right now'. If there's no end to the current demo, I think it'd be good to have the last leg of the journey be the player starting in a dangerous part of the forest so the player should have upgraded their potions/forest helpers by then to survive and make it through. Just my thoughts, not sure what the intention truly is yet, I made sure to at least fill the 'Forest' / day counter to full.
Yeah, sorry, I ramble a lot.
In any case, love the art / ambience. Keep it up!
I agree 100% with everything you've said. And I personally don't think it's rambling at all with the paragraph separations, and considering if it were my game I'd appreciate the feedback.
I didn't even realize there was a second section to the staff until the stronger magic/monsters started appearing. And the forest flipping mechanic I didn't realize until near the end, especially since earlier on it just blended with the drawing new cards and as you said it seems like an easy grab to avoid damage.
The tutorial part at the beginning could definitely be expanded upon to explain these. Perhaps the difference in the 2 staff positions could be noted or reasserted after you unlock the first level 4 potion, since that's when it starts to make more difference due to the bottom being limited to 3.
I also thought at first once the gems all greyed out I'd be dead, not at all clear that it revives them with one less until after it's happened once, which really changes the strategies you might employ when almost at the end.
After playing the game for about an hour I've got to say that I really like it. I really love the aesthetics and vibes of the game and I like how different of an approach to a solitaire like game this is. Though, at first I was a little upset by the game as I was really confused as to what I was doing and what the cards I was using did. After a few minutes, however, I realized that that is the whole point; I have to use trial and error and the clues to figure out what each card does
Since I'm the first person to comment I'll give some feedback. The default font size is a little small but I liked that I was able to change it. At first I didn't notice that there was an info panel that explains the mechanics so perhaps some dialog/pop-up would help people that didn't understand the tutorial. I also didn't realize the purpose of the alchemy system at first so some additional tutorial there would be helpful as well.
Another option is adding some start-up/new-game text informing the player that not everything will be explained and that they have to experiment.
Overall this is a really good demo with relatively minor problems, so I'm super excited to see how the game develops!
Thank you for playing, and leaving very useful feedback! :)