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Witch on the Water's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Playability | #1 | 5.000 | 5.000 |
Cleverness | #1 | 5.000 | 5.000 |
Theme | #1 | 5.000 | 5.000 |
Artistic Style | #1 | 5.000 | 5.000 |
Ranked from 2 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Judge feedback
Judge feedback is anonymous and shown in a random order.
- Aside from getting soft-locked because I ran out of materials, I really enjoyed the game. The art, the implementation of the theme, and the overall gameplay were well done. A bit of a tutorial, and ways to regain materials (if there is a way, I might have missed it), and this game would be amazing.
- This was a blast. It reminds me a lot of my days playing RPG conquests. The mixing of elements was fun, all the krakens. ALL OF THEM! There is some bug tsting that needs to be looked over, soft locking was a bit of an issue. The art is really good, I wish somethings had more animations, or extra frames to smooth it out a bit more. The story and quest were phenomenal, please keep working on this and update it and share it. I really like this! The music and sound were very well done as well!
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!
Highlights: We have our own sea shanty. I don't think anything else need be said.
The Bit Where I Say Other Things That Maybe Need Be Said:
_Story_
The seas have not been peaceful in living memory. The three major factions of Empire, Guild, and Church engage in constant petty naval conflicts. Seeking the upper hand, each sends a representative to enlist your aid. As the last surviving member of a group of alchemists, you wield a rare blend of magic and science to ensure victory for your clients. But as you begin to pull the strings from the shadows through battles and political favor, the conflicts grow to a point of all-out war… and some may begin to suspect that you have your own vengeful motives for wanting to steer fate!
So, turn to your cauldron. Add a pinch of enmity, a dash of spite. Turn friends against friends, turn whispers into gales. Brew up a storm of shadows large enough to drag them all down to the depths below…
_Details_
Peer into your cauldron to see a tiny naval battle from a god’s-eye view.
Mix reagents into the ocean depths to create powerful emergent effects.
Meet and manipulate a cast of high-ranking schemers.
Balance the need to satisfy clients with the danger posed by their ambitions.
Gain enough influence over a faction to seize control of the waves!
_Controls_
Mouse point-and-click
Extra Notes
Thanks for running the jam! We kinda crash landed at the finish line but had a lot of fun along the way. Cheers!
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Comments
Man, what a gorgeous looking game. Really clever use of the Alchemy theme, congrats!
An ingame tutorial would've been nice. I got soft locked out of the game, I used up all my alchemical ingredients, and I couldn't start a new battle. If there's a way to get more ingredients, I sadly never found it.
Hope you all come back to polish the game a little! A tutorial, some ship health display and overall an indication of my effects doing anything would do the game wonders!
Best of luck in the future!
Hello again! Thanks for playing; delighted you enjoyed.
The way to get more ingredients is supposed to be as a result of successfully completing missions… but the softlock potential of a experimentation-punishing restore-only-on-victory-death-spiral ~~not-tested-enough~~ system is, in hindsight, predictably quite high! It’s definitely first on the to-do list for updates; both a tutorial-like way to experiment with effects without punishment for losing them, and a clearer approach to refreshing your stores.
Ship health display is another good thought - our commendable artist, Jordan, made some assets for that (and status effect markers) but for time constraints that idea ended up getting cut. With interest though, implementation is definitely on the list.
Thanks for playing, and the well-wishes - the feeling remains mutual!
You nailed the art side of thing, music +1 voice acting +1 story writing +1 and graphics are incredibly good. The idea is good, but the effects aren't that clear. Yes i can spam them but suddenly I loose. A health bar would really make things easier. Also maybe explain them (the effects). Overall a really cool gam and i would love to play a more developed version in the future!
Thanks so much for playing and for your detailed comment! I’m really glad you enjoyed what you did. As the coder on the project, I’m right there with you - the rest of the team knocked it out of the park with what they were able to create, but the gameplay has some real sticking points that I was not able to iron out in time for submission.
I’ve added an explanation of all the effects to the description of the game. And once the judging is over (and our lives have been put back together a little bit) it’s definitely our intention to revisit this project and develop it further! (like I said, I’m right there with you - I would also love to play a more developed version in the future)
Great Voice acting :)
Thank you, I’ve passed this along! :)