Great game! The boss was overwhelming since it spawns enemies, and has turrets, so the difficulty curve spikes very quickly before I was used to the game's controls, which made it very difficult.
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Clapchemy's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Cleverness | #1 | 5.000 | 5.000 |
Theme | #233 | 4.000 | 4.000 |
Playability | #258 | 4.000 | 4.000 |
Artistic Style | #401 | 4.000 | 4.000 |
Ranked from 1 rating. Score is adjusted from raw score by the median number of ratings per game in the jam.
Judge feedback
Judge feedback is anonymous.
- I like the idea of mixing in ingredients to make different spells. Unique concept to present it through the clap. I definitely lost all my health and realized I could just stand there and kill the boss slowly as there was no death penalty. Slowling down the gameplay may help newer players get a hold of the concept before too much is happening at once.
Did you include your Game Design Document as a Google Drive link?
Yes
Seriously... did you include your Game Design Document?
Yes
Is your game set to Public so we can see it?
Yes
Tell us about your game!
Control an alchemist who, to use spells, first has to assign materials to his gauntlets and clap to cast them. Gather new resources to be able to create new formulas by killing enemies, destroying objects or just by finding them.
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Controls:
Move using the "WASD" keys
You can Dash using the space key.
Use the Tab key or the mouse right button to open or close the alchemy menu
Open the Notebook sub-menu by clicking the notebook icon in the alchemy menu.
You can scroll between assigned spells with "Q" or "E" and using the mouse wheel.
To cast a spell, just left click.
I made so the player can't die despite loosing all the health, just so the user can test and play with the spells and don't have to start each time. The enemies are a bit ruthless...
Extra Notes
This is my 4th game, this time everything was done by me, no resource or asset from the store, and it shows...
For this project I had to learn many new things for the menus, sub-menus, enemy behaviors, projectiles, hitboxes, items...
Behind the curtains everything is duck-taped but seems to work properly.
Overall, although I was able to do most of what I wanted, I found that trying to implement too many things in such a short time can be quite a puzzle to assemble.
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