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A jam submission

Magic WorkshopView game page

Help Santa get ready for Christmas.
Submitted by Nathan Wiles (@NathanWiles13) — 19 minutes, 28 seconds before the deadline
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Magic Workshop's itch.io page

Results

CriteriaRankScore*Raw Score
Theme Relevance#14.8574.857
Overall#24.0004.000
Graphics#23.8573.857
Polish#23.5713.571
Creativity & Fun#43.5713.571
Audio#43.4293.429

Ranked from 7 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Themes Participating

Holiday-Themed Game

Participate in both

Original Jam Game
https://ntwiles.itch.io/critical-freight

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Comments

I enjoyed this remix of Critical Freight!

At first, I was thrown off by the lack of objective, but after exploring a bit, finding some objects of interest, and figuring out that my crosshair turns green when hovering an interactable, I started to enjoy the open, puzzley objective of the game.

I would definitely try a different indicator when hovering interactables, since the crosshair color change is easy to miss; maybe a change in the crosshair shape, instead of color?

To add to that, if you had more time of course, some sfx/other feedback would go a long way for when you actually are trying to use interactables.

Possibly my favorite part of the game design was the sparkles you put next to the funnel to give the player a hint. After finding the sparkle source, I knew exactly where to put them! The cannon was also very fun :)

Somebody else mentioned the Kenopsia effect. I didn't feel that, although it makes sense after thinking about it. You might be able to pretty easily fix that by some kind of preface at the start, saying that all of the elves are gone for some reason, and you're the only one who can help Santa get ready.

Last thing - movement needs to be normalized. Quick fix ;)

Nice job! As everyone else mentioned, watching those presents was a treat.

Submitted(+1)

Really great game! I'm impressed cause this is one of the first 3D games that has run decently on my computer so you get a big plus for that ;) Like people have said before it kinda just dropped me in without telling how to play but I think that actually is a good thing. It makes you have to figure it out as you go. I also really liked all the little context clues you gave to nudge me along. You also really nailed the atmosphere of the room. It felt like a calm peaceful puzzle experience. The only thing I hate about it is those DANG STAIRS! they were impossible to get up. anyway great work :D (and thanks for the Mac build I really appreciate it)

Submitted(+1)

Really pretty visuals, the layout is great and nice detail. I agree with some of the comments below that a little tutorial or something to kind of nudge you in the right direction would help although I dont think giving a complete tutorial would be the best option. Giving a complete tutorial would kind of baby step you through things but maybe something to just give you a slight nudge. All of your games really give me a Myst type vibe which is awesome. I hope you make a complete story driven puzzle game soon.

Submitted(+1)

I especially loved this game because of the awesome vibes and ambiance you've created here. The visuals and gameplay are hella polished, and I really dig that! It made me feel like I truly was in a cozy winter cabin, so good job. The only critique I'd have is that there is little challenge in the game, especially compared to the original game this was based on. I liked that it was more chill than the previous one, but I did kind of miss shooting evil robots. Maybe you could introduce evil (haunted?) elves that try to stop you in your tracks? That'd be super cool. Anyway, I definitely think this is a great base for a game, so I hope you keep developing something based on this!

Submitted(+1)

It was really cool, but I have some criticisms.

1 - It's not very clear what to do in the game. By this, I mean the process of the present creation. After wandering around for a bit I clicked on one of the tables randomly and went "Oh, that's how you make a toy." Cool, that's doing it's job for teaching a player through gameplay, but then it came down to actually moving those toys. I noticed the pipes were not collidable so I figured they were just decorative for the visual of it, as the tables I interacted with were collidable but the tree and other decorative objects weren't. I wandered outside and found the taps with the buckets, then tried to use them on the toys not realizing what they were for at first, until I noticed the wheel on the pipes and used that. I clicked it and I wasn't looking in the direction of the tables where things get lifted up so I didn't realize it works since it doesn't make a sound or motion or any other indicator. I only noticed a few seconds later that it worked, before clicking the side of the conveyor belt to get things going, and then wandered around a bit more with a bucket full of green sparkles (which I didn't know if it filled at the start or end of the animation? You should add some indicator for how full the bucket is if you revisit this later), fell through the stairs once (?), and then saw the funnel, clicked it out of desperation, and it worked.

It's just awkwardly designed, is all. You could probably communicate a little better to the player what they're supposed to do, and tuck certain things out of sight a little less. Maybe highlight interact-able objects when the player looks at them, add some feedback to the pipes, etc.

Nothing can ruin the magical feeling of watching those presents fly. 

2. The atmosphere is good at first glance, but after a little while it can sometimes feel uncomfortably lonely (if that makes sense) and unsettling. I think it has to do with the scale of the building and how it has multiple benches and all sorts of stuff that communicates the feeling that there are usually people here but there aren't, which causes it to have a slightly unsettling vibe. It's called Kenopsia (well, John Koenig coined that term but I'm not sure if it's actually a dictionary word), and I think it particularly effects this design a lot because of how much time you spend in the building and how the entire game is spent doing tasks where people would be.

3 - The controls can be a little strange. They're simple, sure, but it feels like there's some kind of weird smoothing on the mouse (maybe it's just sensitivity? dunno), and holding diagonal directions (W + D, W + A, A + S, D +S) makes you move at double speed which can feel weird when navigating. The lack of feedback when you try to use something is also strange. I was under the impression for example that the funnel you pour the bucket into wasn't actually interact-able until I decided to go back and try it again with a bucket, because there was no feedback to say otherwise. Some games play a sound when interacting with a disabled object to communicate this. 


I may sound harsh but I'm trying to point out as much as I can to be as constructive as possible. It's got a really nice aesthetic going on and I loved the music and the visual of the presents flying through the air.