Back again with throwing potions! I killed a bunch of bats and skeletons, I tried my hardest to beat the bonus level but could not lol. The diagonal throw is nice, and I like how the controls are displayed in the beginning. The frog is cute and a great addition. I see the alchemy screen is being assembled. I love the idea of different visual effects for potions and combining the effects to create different hybrid visuals will be amazing if that is your plan. Other than alchemy what are you adding next? Good job on the progress!
Thanks a lot for playing, I stopped checking itch after the demo day hype died down so I missed this comment but I really appreciate it.
Yes the plan is to make the alchemy system affect both the visuals and the effect of the potions, and I've started experimenting with that, but I think I'll wait on that for a bit right now and work a bit on the level design and on some new enemies.
I really like the Cover Image and short Description, good Job! I don't like the tiny window starting size and title text on the left however, but I can just drag it bigger, so all's good.
Play button doesn't loose hovered state when moving the mouse over the Quit button, or just in general away from it.
Nice Pixelart, clean looking menues, but maybe a lot of empty parchment on them, especially the special effects are really clean, good Job. (Also cute toad)
Bats are insanely easy to defeat thanks to them floating up a bit before actually swooshing down on you, but thats not a bad Thing, considering the skeletons attacks just keep bouncing.
Alchemy screen seems to alter Attack element, but doesn't really affect anything apart from the looks yet? Or maybe its just not noticeable.
There wasn't really any Time I actually had to Jump, felt odd. Maybe adjust future levels to force the player to jump in order to reach some enemies or something?
Thanks for playing, I stopped checking itch after the demo day hype died down so I missed this comment, but I really appreciate it.
Yes the alchemy only affects the visuals of the attack for now. The plan is to make it so you can brew potions with both different looks and different effects, and hopefully with some more interesting customization than just picking between a few static animations. I'll get on this someday, but for next demo day I'll probably just focus on making some new enemies with different attacks so that the dodging becomes more interesting and you actually have to jump.
I also thought that the bats are too easy to defeat right now, but many people were saying that the game was too hard, so I didn't dare changing them for now, lol.
has a nice look and the idea of collecting ingredient to make potions is very cool also like the little pet frog. The game gets very difficult fast and the movement feels to limited to avoid a lot of the damage.
I made it until the 3rd or 4th room (the long one) and couldn't get past it. I like the aesthetics, but the game is very difficult if players hit a roadblock 5mins into gameplay. I think it's an issue of difficulty curves, since the first room has one enemy, then a few, then 20 or so. You can probably get a lot more mileage if you add a couple of new rooms with fewer enemies. Same with the room layout - the general gameplay is that I'll stay on the floor and throw my projectile upwards, since there is no arc or anything to worry about and the room layout doesn't give me a reason to do anything else.
I'd also consider remapping the controls. My left hand is on WASD, my right on the Arrow keys. Hitting Spacebar to jump becomes really awkward, since I have to change my normal hand position to hit it. I don't think W does anything, so use that as your jump key instead. Perfect time to add some verticality to the gameplay as well. Maybe a floor type that you can't throw through, meaning the player has to get on the same elevation as the enemy to hit them?
I thought it was pretty normal to use a-d for movement with the fingers and space for jumping with the thumb. But then again it doesn't cost me anything to add W as another option, so I did it, there's probably a lot of people who expect it to work that way already if I tell them "wasd: move".
You're right that the level design is very lazy at the moment, I mostly just copy pasted the same 2 enemies and 1 platform around to make it look a bit more like a game but I haven't put any real time into it yet. Once I'm done with the mechanics and when I have a few more enemies I'll try to do a better job with it. Thanks for playing and for the feedback.
Comments
Back again with throwing potions! I killed a bunch of bats and skeletons, I tried my hardest to beat the bonus level but could not lol. The diagonal throw is nice, and I like how the controls are displayed in the beginning. The frog is cute and a great addition. I see the alchemy screen is being assembled. I love the idea of different visual effects for potions and combining the effects to create different hybrid visuals will be amazing if that is your plan. Other than alchemy what are you adding next? Good job on the progress!
Thanks a lot for playing, I stopped checking itch after the demo day hype died down so I missed this comment but I really appreciate it.
Yes the plan is to make the alchemy system affect both the visuals and the effect of the potions, and I've started experimenting with that, but I think I'll wait on that for a bit right now and work a bit on the level design and on some new enemies.
No problem, I'm really slow with all the demos because I try to play a bunch but have a busy schedule. That sounds awesome, look forward to it all!
I really like the Cover Image and short Description, good Job! I don't like the tiny window starting size and title text on the left however, but I can just drag it bigger, so all's good.
Play button doesn't loose hovered state when moving the mouse over the Quit button, or just in general away from it.
Nice Pixelart, clean looking menues, but maybe a lot of empty parchment on them, especially the special effects are really clean, good Job. (Also cute toad)
Bats are insanely easy to defeat thanks to them floating up a bit before actually swooshing down on you, but thats not a bad Thing, considering the skeletons attacks just keep bouncing.
Alchemy screen seems to alter Attack element, but doesn't really affect anything apart from the looks yet? Or maybe its just not noticeable.
There wasn't really any Time I actually had to Jump, felt odd. Maybe adjust future levels to force the player to jump in order to reach some enemies or something?
Thanks for playing, I stopped checking itch after the demo day hype died down so I missed this comment, but I really appreciate it.
Yes the alchemy only affects the visuals of the attack for now. The plan is to make it so you can brew potions with both different looks and different effects, and hopefully with some more interesting customization than just picking between a few static animations. I'll get on this someday, but for next demo day I'll probably just focus on making some new enemies with different attacks so that the dodging becomes more interesting and you actually have to jump.
I also thought that the bats are too easy to defeat right now, but many people were saying that the game was too hard, so I didn't dare changing them for now, lol.
Also glad you liked the toad.
Lol it is super challenging, it took me a few tries before I got to the "ending"! I couldn't get past the bonus challenge though! Keep at it!!
has a nice look and the idea of collecting ingredient to make potions is very cool also like the little pet frog. The game gets very difficult fast and the movement feels to limited to avoid a lot of the damage.
Thanks for playing! I had a dash at some point, I'll think about adding it again when I start making some better enemies and levels
I made it until the 3rd or 4th room (the long one) and couldn't get past it. I like the aesthetics, but the game is very difficult if players hit a roadblock 5mins into gameplay. I think it's an issue of difficulty curves, since the first room has one enemy, then a few, then 20 or so. You can probably get a lot more mileage if you add a couple of new rooms with fewer enemies. Same with the room layout - the general gameplay is that I'll stay on the floor and throw my projectile upwards, since there is no arc or anything to worry about and the room layout doesn't give me a reason to do anything else.
I'd also consider remapping the controls. My left hand is on WASD, my right on the Arrow keys. Hitting Spacebar to jump becomes really awkward, since I have to change my normal hand position to hit it. I don't think W does anything, so use that as your jump key instead. Perfect time to add some verticality to the gameplay as well. Maybe a floor type that you can't throw through, meaning the player has to get on the same elevation as the enemy to hit them?
Final score: Has a cool frog / 10
I thought it was pretty normal to use a-d for movement with the fingers and space for jumping with the thumb. But then again it doesn't cost me anything to add W as another option, so I did it, there's probably a lot of people who expect it to work that way already if I tell them "wasd: move".
You're right that the level design is very lazy at the moment, I mostly just copy pasted the same 2 enemies and 1 platform around to make it look a bit more like a game but I haven't put any real time into it yet. Once I'm done with the mechanics and when I have a few more enemies I'll try to do a better job with it. Thanks for playing and for the feedback.