Very beautiful game! Very smooth. It gets a little repetitive after a bit. I expected the difficulty to increase over time, but I reached a distance of about 10k without anything seeming to change.
Viewing post in Witch Hunt (GWJ66) jam comments
Thanks a lot, glad to see people can make it so far ! I definitely wanted a cave section or something (where you'd be forced to go into tighter places for example), to have some difference in the game loop, but I'm already glad I managed to implement the day/night cycle.
I was working on more power ups, and more gameplay, but just knew I wouldn't have time to test everything see if it's balanced, while also polishing the game with everything in, so I tried to prioritize and focus on the things I had, juice the up, and have a somewhat polished experience in the end.
I'm definitely thinking about finishing it up and releasing it on mobile (why I tried to keep the controls as simple as possible).
Thanks for the feedback and playing the game, it helps a lot !
Also, when I had a friend or two test the game out in later builds, they seemed to have difficulty to go as far as you did, so I didn't think there was any need to increase the difficulty in the end. But I totally see what you mean, cause I felt the same when testing the game over and over, but thought it was just me that got too used to the game mechanics, and knew how everything works of course.
I even asked if I should add difficulty levels with less or more spawning of obstacles, faster fire etc, but they told me it was already challenging and balanced enough, with the random situations appearing, and having good and bad runs overall (I should have listened to my gut tho haha)
Oh gosh, I mean I only really played it once, so I don’t know if I’m quite that qualified lol.
I guess the main thing was a lack of incentive to burn things. I only burned the tree branches when they completely blocked me from proceeding.
I did notice that there’s a score counter for “Burned”, which I guess is the number of enemies you’ve burned, but I didn’t ever feel compelled to deal with the enemies.
I didn’t even notice that your broomstick could be burned, until I was replaying just now to test things. During my first run, it just never was a risk. The enemies are terrible at aiming.
So, I guess I would recommend giving the player more incentive to burn things.
Maybe a flying enemy type that forces the player to slow down and aim a bit would be good.
Thanks again. Nice to see I have the same ideas, just couldn't fully implement them on time.
I wanted a blue fire bar to fill up for the villagers you burned, and have a special spell system once it is fillled up, and also have them drop potions upon burning very rarely, that basically gives you a second try upon dying. (I have a potion sprite I really wanted to use haha)
The branches have kept me wondering what to do with them, since I basically added them as an incentive for the player to not just stay up in the air, but haven't really found a better purpose since, and I realised you just barely burn them, so it could be nice to maybe be rewarded indeed.