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Magic Pandemic's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Visuals | #8 | 4.000 | 4.000 |
Audio | #9 | 3.455 | 3.455 |
Gameplay | #11 | 3.545 | 3.545 |
How much do you enjoy the game overall? | #12 | 3.273 | 3.273 |
Overall | #12 | 3.436 | 3.436 |
How well does the game fit the themes? | #20 | 2.909 | 2.909 |
Ranked from 11 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How long was your dev time?
2 hours and 49 minutes
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Comments
The retro-quality sound effects are really nice! =)
The theme was integrated very originally, really funny idea!
Pixel blocks of any size are always good, lol.
Thanks for the kinds words and taking time to try the game! :)
Nice work! I really enjoyed the game concept, and found it engaging.
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Thinking a little about the UX...
I had trouble mentally mapping
W S
A D
to my mental model of four directions
W
A D
S
and then to which color each one was.
I wonder if showing the potion colors UI in the same layout (four directions) as keyboard/controller would make it easier to remember which key is which color?
Alternatively, you could make them potions on a belt displayed horizontally, and then use 1,2,3,4.
Thanks!
Hi there Nathan! You are 100% right about those UX issues. For the first two hours of development the layout indeed looked liked this:
The reason I moved those around is because I wanted to kill another bird with the same stone: using them as touch controls :)
I’m considering a post-jam update anyway, and I just added input method selection to the todo list, so I can show the logical layout and key/button overlays. Thanks for the feedback, much appreciated!
Took a few tries to get the timing right, but once I got it enjoyed it. I think slowly increasing the speed of the patients would be an interesting mechanic to add.
Hey, thanks for playing! The speed of the game (not just patients, but everything) indeed increases after each successful “cure” by 5% (of the original 100% speed), but for every 10th cure it decreases by 25%, so the player can breathe a little.
Ah ok, yeah I couldn't tell if it was getting any faster or not. Maybe since it was so slight I didn't notice. Very cool overall though.
Nice game, kinda hard for me to get the timing right (kinda the point of the game tho)
I think if you allowed the player to mix potions (like yellow + blue = green ) or something else to flair up the game, it would increase the skillcap.
I also think having a ending menu w/ a score is important for these types of game. So you can compare w/ people & friends afterward.
Good game, & also good polish.
Thanks for taking the time, Jack! Potion colour mixing is an excellent idea, I’m very tempted to do a post-jam update with that!
A proper end screen would also be better indeed, although it’s possible to check the score during the game and when the game is over… for 3 seconds, which is not great UX, I agree :)
Great game. I had some trouble when I started but than got the hang of it. I am not that good :).
Thank you for taking the time to try my game! :)
I enjoyed the game with gamepad, I'm a big fan of xbox scheme so managed to score like 30 points, congrats!!
That’s a very respectable score indeed! :) thanks for playing!
Really good concept here, maybe it just me but its way to hard, Best score i could get was like 3, I think the problem is that potion thrower should be further to the left, so that his potions dont directly over lap where the peasants die.
Good feedback, thanks! I’m quite nervous usually about balancing difficulty and I might have made it too hard too soon indeed. Which control scheme have you tried? Because there are four, mouse is definitely the hardest, gamepad is probably the easiest if you know the A/B/X/Y button colors by heart.