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I'm glad you enjoyed my entry! I really did try to stick to traditional metroidvania elements like the map, save spots, and teleport rooms to make backtracking easier. In regards to your feedback:

  • I started halfway through the jam so I went with simple movement mechanics. I knew I could end up spending so much time trying to get movement to my liking, so as soon as I got something that felt ok, I was done with it lol
  • I liked the alchemy system as well, but as you can tell balancing it was a lot harder than I thought. Up until the day I submitted, the xp given for making an item was less, the xp thresholds for level-ups were higher, and the drop rates were so much different. After I made the last minute changes, all three ingredients' drop rates are the same. Originally there was like a 10% chance to get a gold nugget on a monster drop.  As for running out of mana, it was by design to nudge the player into using alchemy, but its been a pain point to many players. Someone suggested that if I was going to keep to that design, then I should still have the player naturally replenish their mana over time albeit slowly.
  • I'm pretty ashamed about the mouse cursor. It was like the easiest thing  I could have polished, but I was just too burnt out to think about. I'm colorblind as well and felt like it was kind of hard to see. If I could make a quick change now, it would be to change the color to like a creamy color that compliments the wall background and the environment tiles. 

Overall, there is a lot that could have been better, but I accomplished the goals I had for this jam so I'm pretty happy with it. Also, I've received some great feedback from everyone and I've definitely been making mental notes. Thanks again for your feedback and playing my game!

No problem! The best part about these jams is getting feedback and learning from what other players are doing. :D Makes me excited for the next one.

In regards to the alchemy and mana, I would consider a different approach from having replenishing mana. (although I think this is viable as well, although carries with it its own pitfalls). I would consider disconnecting the gold nuggets from the health / mana potions entirely (or use them in a much lower ratio and have them drop more often). If possible, I would also lower the barrier to entry of using a potion rather than having to navigate a menu system, maybe binding Health Potions to 1 and Mana Potions to 2 or something. Kinda like how the Diablo franchise makes spamming health and mana potions an integral part of gameplay, it can be done, but it's a pretty big design question for what ends up being most satisfying. Honestly for two weeks of work, your entry already has enough going for it without having to worry about that kind of minutia (but it is fun to consider outside of the time crunch).