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A jam submission

Witch Hunt (GWJ66)View game page

Escape from the Angry Villagers trying to Hunt and Burn you down !
Submitted by VinceCreates — 8 minutes, 57 seconds before the deadline
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Witch Hunt (GWJ66)'s itch.io page

Results

CriteriaRankScore*Raw Score
Graphics#174.0004.000
Controls#283.4623.462
Theme#333.7693.769
Overall#463.2423.242
Fun#503.1543.154
Accessibility#532.9232.923
Originality#922.9232.923
Audio#1102.4622.462

Ranked from 13 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Godot Version
3.5

Wildcards Used
1,2,3

Game Description
Endless runner, where you control a Witch Flying on her Broomstick (it's not just a broomstick Harry)

How does your game tie into the theme?
Escape from the Angry Villagers trying to Hunt and Burn you down !

Source(s)
No

Discord Username(s)
VinceCreates

Participation Level (GWJ Only)
1

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Comments

Submitted(+1)

Really nice work on this one! I enjoyed the loop a lot more once I figured out the burning mechanics. Controls felt solid on an xbox controller and the art style is beautiful. 
I do think a little more variation in enemies could go a long way and some sort of background music would help with the immersion.
Excellent job!

Submitted (2 edits) (+1)

This is one of the best entries I have seed in GWJ66. The graphics are the best. Very nice use of particles for the trail and fire. I have also used particles for fire in my game. The game loop is nice and the obstacles are very nicely made. Cutscene at start is also amazing. Very fun to play.

It would be nice o have a background music and some click sounds on button click on menu screen.

Great entry. Good Job.

Developer

Thanks a lot ! I really appreciate it, with all the hard work put into trying to polish it up for the Deadline, it sure was fun and I learned a lot ! It could definitely use a soundtrack (that increases in bpm by day or something, to add more variation), and I'm definitely working on one, since I've decided to continue the development on the game (Android mostly, since friends asked to port it to the phone). If you're interested in "becoming one of the testers" (the more feedback the better), I uploaded the Android version (apk download) on my profile (Witch Hunt Alpha). We're currently at the first update already, stuff keeps coming !

Again, thanks a lot for the kind words and feedback, I'm sad I didn't get to try more games out (I thought the rating deadline was sunday like last jam, so I wanted to start rating some more now, but I see it's over  :(    ).

Submitted(+1)

Loved the graphics, and follows the theme well. The fireball powerup is very strong, but it did lead to me crashing a couple times. A bit more audio would definitely polish it off. I also think the camera should be locked to the character more, to avoid the shaking/jittering while at high speed.

Submitted(+1)

I really love the atmosphere and it's a fun game loop. But I didn't make it until day yet. I didn't initially see the villagers jumping after me because I was fine cruising very high.

Submitted(+1)

I really love the atmosphere and it's a fun game loop. But I didn't make it until day yet. I didn't initially see the villagers jumping after me because I was fine cruising very high.

Submitted(+1)

i really liked the idea and the execution! love the sprites and particle effects. save the witches!

Submitted(+1)

Very pretty game! I think that the game looks very good, but it would have been even better if it had more diverse particle effects. I reached a distance of about 5500/6000 max, and felt that the controls had a nice feel. Adding more audio would have helped the immersion and the feedback of the actions, but the ambience was nice! You did a good job!

Submitted

Very beautiful game! Very smooth. It gets a little repetitive after a bit. I expected the difficulty to increase over time, but I reached a distance of about 10k without anything seeming to change.

Developer

Thanks a lot, glad to see people can make it so far ! I definitely wanted a cave section or something (where you'd be forced to go into tighter places for example), to have some difference in the game loop, but I'm already glad I managed to implement the day/night cycle. 

I was working on more power ups, and more gameplay, but just knew I wouldn't have time to test everything see if it's balanced, while also polishing the game with everything in, so I tried to prioritize and focus on the things I had, juice the up, and have a somewhat polished experience in the end.

I'm definitely thinking about finishing it up and releasing it on mobile (why I tried to keep the controls as simple as possible).

Thanks for the feedback and playing the game, it helps a lot !

Developer

Also, when I had a friend or two test the game out in later builds, they seemed to have difficulty to go as far as you did, so I didn't think there was any need to increase the difficulty in the end. But I totally see what you mean, cause I felt the same when testing the game over and over, but thought it was just me that got too used to the game mechanics, and knew how everything works of course.

I even asked if I should add difficulty levels with less or more spawning of obstacles, faster fire etc, but they told me it was already challenging and balanced enough, with the random situations appearing, and having good and bad runs overall (I should have listened to my gut tho haha)

Developer

I would be very interested in any ideas you have on game variation, if you have any, for someone who has understood and played the game to get so far !

Submitted(+1)

Oh gosh, I mean I only really played it once, so I don’t know if I’m quite that qualified lol.

I guess the main thing was a lack of incentive to burn things. I only burned the tree branches when they completely blocked me from proceeding.

I did notice that there’s a score counter for “Burned”, which I guess is the number of enemies you’ve burned, but I didn’t ever feel compelled to deal with the enemies.

I didn’t even notice that your broomstick could be burned, until I was replaying just now to test things. During my first run, it just never was a risk. The enemies are terrible at aiming.

So, I guess I would recommend giving the player more incentive to burn things.

Maybe a flying enemy type that forces the player to slow down and aim a bit would be good.

Developer

Thanks again. Nice to see I have the same ideas, just couldn't fully implement them on time. 

I wanted a blue fire bar to fill up for the villagers you burned, and have a special spell system once it is fillled up, and also have them drop potions upon burning very rarely, that basically gives you a second try upon dying. (I have a potion sprite I really wanted to use haha)


The branches have kept me wondering what to do with them, since I basically added them as an incentive for the player  to not just stay up in the air, but haven't really found a better purpose since, and I realised you just barely burn them, so it could be nice to maybe be rewarded indeed.

Submitted(+1)

The sprites are so nice and the fireball powerup feels really good. The controls were a little stiff and I had trouble moving out of the way of obstacles, though. Some punchy sound effects would have brought the whole thing to life!

Developer

I'm really happy with how I got the fireball powerup in the end yeah, so thanks (got changed visually a lot the last day) ! Could you tell me what felt wrong about the controls ? I have to admit I haven't changed them around too much, because I thought they were ok, so I just smoothed them out and got used to them, but it could totally be a developer thing, where I got used to bad controls from the start and didn't notice.

I totally agree that It needs more sounds (even a soundtrack that speeds up during the day would have been nice !), and I have them ready to go, just things that happen in jams, when you try to prioritize on stuff to get a finished product out haha.

Thanks for the feedback, and thanks a lot for trying the game out, it is always appreciated !

Submitted(+1)

I had another play, and I'm not sure now what I thought was stiff? Maybe I wasn't using forward and back to speed up and slow down before. Could be that I just played too many jam games yesterday.

Playing again, I really like the balance between staying low to get points and staying high where it is a bit safer. Same with going fast to avoid the fire and going slow to avoid obstacles :)

Developer(+1)

Thanks again ! The balance between going fast/slow and high/low is what I was trying to go for, so I'm gad at least some things about it are feeling alright. I have to say, I had to tell my brother and 2 friends that tested it to go left and slow down, cause it definitely wasn't a first instinct haha :)

Submitted(+1)

Silky smooth controls! I love the gameplay loop, its fun to reign fire and zoom around! Amazing job! 

Developer

Very much appreciated ! I didn't have to implement everything I wanted, so I tried to polish and juice up the main game loop I had, was tested and worked, so I'm glad to see people still enjoy it ! I definitely had a lot of fun testing the game while developing it (maybe wasted a bit too much time reigning fire hahaha)