Item Haver is a lighthearted exploration platformer set in a world populated by cute humanoid animals and powerful elementals. In this world, the wishes of animals are granted in the form of treasures and creatures called “wishborn.”

The protagonist is a wishborn named Item Haver, who is tasked with traveling the world and collecting all its treasures. Their constant companion on this journey is another wishborn named Casey, a “mimic” type wishborn that looks like a treasure chest. Haver is in charge of item acquisition and usage, while Casey is tasked with storage and intel provision!

There are 60 wishborn treasures planned to collect and equip! These treasures come in two types, Gear and Arms. Gear are items worn on the body that grant passive abilities, while Arms are items held in the hands that grant new “action button” type moves. You have two Gear slots and one Arms slot, and can swap freely at any time through either your main menu or a quick-switch ring menu. Mixing and matching your items depending on personal preference and situation is key!

It’s a bit reductive, but for the sake of easy explanation… a good way to break down the gameplay is probably “Cave Story meets Kirby Superstar, with a touch of Majora’s Mask.” My original pitch for the idea was “What if every treasure in KSS’ Great Cave Offensive gave you a new ability,” and that’s still pretty much the driving force, but I’ve also come to want to focus on character interaction and stuff besides just the actiony explorey bits. So… there are towns to visit, characters to meet, sidequests to do, all that fun stuff! That’s sorta where the “Majora’s Mask” part comes in - I like the feeling of meeting and getting familiar with the characters in that game, helping them out with their tasks and stuff. THOUGH YOU, LOSE IT ALL EVERY TIME YOU GO BACK TO DAY ONE, and that’s not a thing here, but, like,

Also majora’s mask had a ton of really stupid, fun items and masks, so that’s a definite influence,

Game flow is a bit of a mix of an exploration platformer and a traditional one. You begin in the main city and leave through one of the gates, adventuring through the overworld seamlessly - but the overworld is also sectioned into “stages,” so you can pop out to an overworld map ala Super Mario World and easily trek back to areas you’ve been through. Peppered throughout the overworld are “dungeons,” of which I’m currently planning six - each with a handful of items and a Greater Elemental inside. Get in there and take that stuff!!!

Oh, and, as far as how you get items… it’s a mix of “sidequesty” stuff and exploration. Some are in dungeons, some are in the overworld, and some are held by characters in friendly areas. Have fun seeking them all out!

That’s, uh! That’s the gist of it.

Please look forward to, my video game,