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Potion Masher's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Visuals | #14 | 3.300 | 3.300 |
Audio | #15 | 2.800 | 2.800 |
How well does the game fit the themes? | #23 | 3.200 | 3.200 |
How do you rate the game overall (you can consider fun, dev time, etc.)? | #23 | 2.400 | 2.400 |
Gameplay | #25 | 2.200 | 2.200 |
Ranked from 10 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How long was your dev time?
3 hours
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Comments
Kinda agree with zellkoss here, the fact that I can just mash up my stats to hundreds/thousands kinda defeats the purpose but with some kind of limit, you have an interesting idea for a game to be developed further! Well done!
Congratulations on your game, it's a nice submission. I like it and fit well the theme. The game looks nice! The backgrounds and music are very impressive, especially done in 3 hours!
Regarding the gameplay, I would maybe apply potions by clicking on them directly, I was confused on my first run. I would also put them in the same order as the warrior stats.
You can also increase your stats very high, have you thought about adding a limit to your stats?
Thank you, the backgrounds and music were assets we got from online with the backgrounds coming from craftpix and the music coming from Bert Cole at bitbybitsound.com. We were in quite the rush when uploading our game so it was sadly missing from the description. The potions enemies and warrior are self made. We have added a reference to the itch.io page.
For the clicking of potions, we were unsure if clicking the potions would count as each potion being the button, so we made only the warrior clickable and thereby the only button. We sadly also ran out of time when rearranging the stats as we cut the development time at exactly 3 hours and then only exported and uploaded it.
The unlimited stats were on purpose so that you are able to get to higher levels. Sadly, we accidentally nerfed the scaling of the enemies during development so its not really needed.