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(+2)

I'm going to be blunt in this and point out all that I noticed. Maybe it'll help you with the next game you'll make (or with this if you want to keep working on it).
This is a quick and cute game.
The mechanics are clear and easy to understand.
The screen with the combinations would benefit from being in the center bc that's where the player looks most.
The top of the screen get's very little attention bc all the gameplay happens below. Which is sad bc it's cute and fun to look at.
The colours of the mixing ingredients and dots in the screen should line up to avoid confusion. This could be aided by using a limited palette.
The colour dots on the screen get added in the oposite way as the slimes above, closer to the top( danger zone) than the line before. I would have understood it better if the lines would have pushed up from the bottom so as to show that the top most line is the one with the highest priority.

I personally think that you could have added all your mechanics into either the tower-slime part of the screen or the cauldron-room part of the screen. That would have tightened it up quite a bit.
In any way this is a good prototype. Congratulations on finishing a playable version on your first jam

(1 edit) (+2)

We really love the main mechanic, the game being more of an "activ" tower-defense. But we are not quite satisfied with the visualisation of the potions needed to kill the enemie. Thank you for taking the time to formulate valuable feedback. currently much detail is lost by the mirror being the main focus