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(+1)

Really neat that you made a sequel to another trijam game. I felt like the amount of time provided to click on ingredients was a little too fast for me, but I’m dyslexic so that likely played a factor. A solution might’ve been to show a picture of what’s needed instead of text, in which case you maybe could’ve gotten away with an even shorter time allowance. Beyond that nitpick, great visuals and concept!

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Thank you! Makes me happy if you liked it!

I have chosen text over image for a specific reason: It forces your brain to interpret either “color” or “symbol”, so keeps the concentration up and trains brain-flexibility. After like 30 completed games during testing i found out that i solve level 5 with most of the timers at 50+% left - so for me it is now waaay too slow. The training effect occurred quite fast - I must confess, I was very surprised, HOW fast. I had a brain-training in mind when doing this (I am a teacher, so I often think in that direction) but it really helped improving in switching interpretation context if you play it several times.

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I had not noticed the text under the cauldron until I read this comment saying it was there. Might be good to note in the game instructions that it is there and possibly make it bigger.  Also, as someone who has extremely slow reflexes,  I would definitely suggest adding an easy mode option. I could barely keep up with one cauldrons and once it got to three I had to stop. Otherwise, I love the art and concept and probably would have enjoyed it if I had time to blink between cauldrons.

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Thanks for the feedback. If you never saw the text, it’s very unlikely that you made it to level three. Beside of that, it’s very interesting, how different perception can be. It’s the first feedback about not-seeing-text i receive from players. I think, the text is not only already huge, it’s even animated, so your eyes should be triggered either by the white color or the animation - some people recognize movement over colors and others vice-versa.

Anyway, thank you for pointing this out - one has never learned and heard everything. Will consider additional options in the future. Cheers, Gris

I guess, ironically enough, was too busy trying to figure out how the cauldron worked before time ran out for my eyes to drift to the bottom of the screen. I did play it again after I knew there were text instructions below the cauldron and that's how I got to level three.

(+1)

I agree, that level 1 is too fast. This is something that should be balanced. That’s an effect of the 3 hours, sorry for that :/

I could only implement one increasing curve applied to all levels, i had no time to put a special timing on the first one – it was such a close call to get it finished in three hours - there are even typos i could not fix in time, and the water-animation of the cauldrons stay on screen as zombie-animations if you replay after solving the game successfully… there are some glitches - it’s all about time.

I am very thankful for your feedback - this is the kind of information each of us devs needs to improve.

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You're welcome. The fact you created such a good looking and mostly functioning game in 3 hours is impressive. My game had plenty of errors too and the only way I was able to submit a "completed" game on time was to skip over part of the middle -- the part that actually would have had user input -- so I could finish the ending.