This was so cool! I also watched your other devlogs, love how much you use other art mediums in all of your entries!
Ceribrox
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Thanks for the feedback!
That was all there was feature wise unfortunately, most of it got cut in place of polish/tutorial. As far as the coffee drinking mechanic, I have my partner to thank for that all the way, and it ABSOLUTELY was a stroke of genius! I agree with all of the small issues you noted, thankfully they settled in and didn't detract from the player experience too much in the end.
Wow! I thought that this was so cool all around. The theme/design was very unique. I really really loved the text giving small story beats, and I think it created a very abstract and emotional theme, which is impressive for a game with a colored circle that is sliding around! (I relate to this a lot, my first game jam entry was very similar :))
The movement felt great, and the animations were very snappy. I think the difficulty ramped up a bit quickly by the final level, but I felt very comfortable with how everything worked because it was shown off very nicely in the previous levels.
What this was really missing for me to take it to the next level was music and sound. If there was a somewhat emotional/introspective song in the back, I really think that would have made the emotional tone hit home. The mechanics introduced worked very well and could lead to a TON of interesting levels. Speaking of, I thought the level design was fantastic! I have always found puzzle level design complex and difficult to understand, so this is VERY impressive to me.
Another 10 points in my book for having your GDD LINKED IN YOUR GAME?? Ingenious. Overall, I thought this was an absolute treat, and was only a step or two away from being a perfect 10 in my book, which is MASSIVE for a two week prototype. I am really looking forward to what you accomplish in the future! Keep it up my friend :)
Wow! I thought that this was so cool all around. The theme/design was very unique. I really really loved the text giving small story beats, and I think it created a very abstract and emotional theme, which is impressive for a game with a colored circle that is sliding around! (I relate to this a lot, my first game jam entry was very similar :))
The movement felt great, and the animations were very snappy. I think the difficulty ramped up a bit quickly by the final level, but I felt very comfortable with how everything worked because it was shown off very nicely in the previous levels.
What this was really missing for me to take it to the next level was music and sound. If there was a somewhat emotional/introspective song in the back, I really think that would have made the emotional tone hit home. The mechanics introduced worked very well and could lead to a TON of interesting levels. Speaking of, I thought the level design was fantastic! I have always found puzzle level design complex and difficult to understand, so this is VERY impressive to me.
Another 10 points in my book for having your GDD LINKED IN YOUR GAME?? Ingenious. Overall, I thought this was an absolute treat, and was only a step or two away from being a perfect 10 in my book, which is MASSIVE for a two week prototype. I am really looking forward to what you accomplish in the future! Keep it up my friend :)
First of all, I want to say I really loved the style of this. Though the game was "short", it really laid the foundations for a beautiful full release. I will say, I didn't get the mechanic of combining bullets until I had read the GDD, but I think conceptually it could be really cool with a bit of work.
With this being a GJ focused on a PROTOTYPE, I think you did a fantastic job. The only criticisms I have are that it was impossible to understand what was going on solely by playing the game (but as mentioned, remedied by reviewing the GDD) and the enemy spawns could use a bit more work to ensure they don't spawn directly on top of the player.
I thought the combo display was awesome, and gave me some of the same feelings as DMC and God Hand! With a bit more sound design to give it some real oomph! For example, if there was auditory feedback on some of the UI elements, I would have felt like a kid in a candy shop xD
Overall, I think that this was a very interesting and unique concept that was executed very well. I didn't encounter any game breaking bugs after roughly 30 minutes of playing, and only have a few small criticisms. I would love to see this as a complete game in the future! Keep it up :)
First of all, I want to say I really loved the style of this. Though the game was "short", it really laid the foundations for a beautiful full release. I will say, I didn't get the mechanic of combining bullets until I had read the GDD, but I think conceptually it could be really cool with a bit of work.
With this being a GJ focused on a PROTOTYPE, I think you did a fantastic job. The only criticisms I have are that it was impossible to understand what was going on solely by playing the game (but as mentioned, remedied by reviewing the GDD) and the enemy spawns could use a bit more work to ensure they don't spawn directly on top of the player.
I thought the combo display was awesome, and gave me some of the same feelings as DMC and God Hand! With a bit more sound design to give it some real oomph! For example, if there was auditory feedback on some of the UI elements, I would have felt like a kid in a candy shop xD
Overall, I think that this was a very interesting and unique concept that was executed very well. I didn't encounter any game breaking bugs after roughly 30 minutes of playing, and only have a few small criticisms. I would love to see this as a complete game in the future! Keep it up :)
This was really cool! I found it to be quite enjoyable, albeit a bit frustrating (very) at some points!
Let's start with the good. I thought the art was phenomenal, and I really enjoyed the CRT effect! The sound design was crisp and snappy, and the gameplay design (fundamentally) was very intriguing. There were a LOT of combinations, and I think they were highlighted well with the bosses requiring specific combinations to overcome.
Here were some of my gripes. The hitboxes on some major enemies were VERY inconsistent. It felt like 70% of the time, I could dash through them and get a bit of damage inbetween making my skill combinations, but then the other 30% I would seemingly die while a few pixels outside of their hitbox. This ties into my second point, that I found some of the difficulty unforgiving. Being able to respawn at the start of that section was wonderful, but some bosses felt like you really needed to learn the spawn locations of each smaller enemy to get the combination in time. For example, the lightning bosses were WAAAAAY too fast in my opinion. It took me a good 20 tries to get it, and I felt like I needed to use a very tuned route in order to succeed.
The camera POV could have been a bit larger, as some enemies with a dash (E.G the storm cloud and the earth enemies) could seemingly appear from nowhere and take you out, which was very frustrating at the end of a difficult boss encounter!
The only bug I seemed to run into was if you dash through 2 enemies at once, it would only take the element from the first one. I think if this was working properly, it would have added a very interesting depth to the gameplay and strategy, allowing players to kite the proper combinations of elements to complete them faster. I as well believe the dash cooldown could have been .25 seconds shorter (or something in that range) as I seemed to be just a little off a LOT, and that led to a large amount of deaths. That could be a skill issue on my part though forsure.
Overall, I really enjoyed the concept, but found it a bit frustrating due to some of the issues listed above. I spent around 40 minutes and 100+ deaths to reach the end because I really wanted to give full and meaningful feedback, but if I was just checking it out, it might have scared me away from completing the game.
You still did a great job on this! I think with a few of these issues addressed, it could really unlock some of this games hidden potential :) Keep it up!!
This was really cool! I found it to be quite enjoyable, albeit a bit frustrating (very) at some points!
Let's start with the good. I thought the art was phenomenal, and I really enjoyed the CRT effect! The sound design was crisp and snappy, and the gameplay design (fundamentally) was very intriguing. There were a LOT of combinations, and I think they were highlighted well with the bosses requiring specific combinations to overcome.
Here were some of my gripes. The hitboxes on some major enemies were VERY inconsistent. It felt like 70% of the time, I could dash through them and get a bit of damage inbetween making my skill combinations, but then the other 30% I would seemingly die while a few pixels outside of their hitbox. This ties into my second point, that I found some of the difficulty unforgiving. Being able to respawn at the start of that section was wonderful, but some bosses felt like you really needed to learn the spawn locations of each smaller enemy to get the combination in time. For example, the lightning bosses were WAAAAAY too fast in my opinion. It took me a good 20 tries to get it, and I felt like I needed to use a very tuned route in order to succeed.
The camera POV could have been a bit larger, as some enemies with a dash (E.G the storm cloud and the earth enemies) could seemingly appear from nowhere and take you out, which was very frustrating at the end of a difficult boss encounter!
The only bug I seemed to run into was if you dash through 2 enemies at once, it would only take the element from the first one. I think if this was working properly, it would have added a very interesting depth to the gameplay and strategy, allowing players to kite the proper combinations of elements to complete them faster. I as well believe the dash cooldown could have been .25 seconds shorter (or something in that range) as I seemed to be just a little off a LOT, and that led to a large amount of deaths. That could be a skill issue on my part though forsure.
Overall, I really enjoyed the concept, but found it a bit frustrating due to some of the issues listed above. I spent around 40 minutes and 100+ deaths to reach the end because I really wanted to give full and meaningful feedback, but if I was just checking it out, it might have scared me away from completing the game.
You still did a great job on this! I think with a few of these issues addressed, it could really unlock some of this games hidden potential :) Keep it up!!
Alright, i'm back again. I decided today to read through the GDD, and REALLY give it a shot. I am BLOWN away!! I played for almost 2 hours, and had a ton of fun trying to get the highest potency concoction. The impurity/volatility is still a bit difficult to understand, but can absolutely be overcame by just playing with it. I think the leaderboard might be bugged as well, since it is only showing the top 3 scores, and the rest seem like they would be low potency, unsure though because I am still not 100% on what makes something the most potent :)
Managed to get up to about 3.5k, and it was an absolute blast. The systems on display here are not only beautifully done, but very interesting and unique. The mixing menu had a few quirks, and it was difficult to combine things that I was intending too, but that was remedied once I discovered that you could place them off to the side and they would stay there. Truly fantastic piece of work here, and I am really glad that I took the time to really dive in!
To anyone reading this, put your best foot forward and just play around with it for a bit, once it settles in, its so much fun!
Great job! I'm glad to see someone else's take on this genre! I really enjoyed the variety in monsters, and the upgrades definitely led to a very addicting gameplay experience. On top of that, I really enjoyed the music and sound effects, ESPECIALLY the tip feedback and last call. You and your team really knocked this out of the park!
This was super awesome! I really loved the Pico-8 aesthetic, everything felt very coherent, and who doesn't love being a cat in a potion shop. This was really well executed, the only thing I felt it was missing was a banging bg song, otherwise, the mechanics functioned well and made for an interesting strategy experience :) Keep up the great work!
Wow, this was genuinely HILARIOUS! Has to be my favorite arcade-inspired co-op resource-management rogue-like about some reverse isekai-d alchemists who use a train to run from monsters while gathering resources between hordes to craft tools and weapons to reduce the horde!! The sheer amount of mechanics in this are pretty insane, and I REALLY loved the mixed media art style. I will say, it had some pretty serious performance issues, and I had to restart a few times after it had completely locked up my browser. This detracted from the experience a bit, but the humor and style really helped ease the pain! Great job on this :)
I think this is a really neat concept, and really enjoyed the lighting and effect work! I think the light detection might be broken though, as every monster seemed to take a different color than what their eyes represented (I.E Purple monsters defeated by flat green, yellow defeated by purple etc) so it was a bit of a guessing game to figure out which color to use. I also really would have loved some sound, but without it I still think its fun!
I think this is an absolute gem! The music/art along with the very nicely designed page really sells the concept! Once I figured out how the gameplay worked, I really enjoyed how it felt to have to position correctly using different objects for different effects. The upgrades seemed a little broken, as I wasn't really sure which one I was selecting, and it took a lot of inputs to get it to go through. Overall, I really enjoyed it! Great job. I think with the features you outlined in the GDD, it could be a great full game.
Overall, I thought this was a great entry! I think the game could have benefited by having some sort of aiming attached to the potion throwing, or at the very least directionally controlled by the mouse. It felt pretty bad in some spots having to run one direction, quickly turn back and then throw the potion. The boss fight was fun, but a bit difficult. I think this was mostly due to the fact that the hitbox is a little misleading, so my first 5 attempts or so I wasn't aware I could make the jump over his head and thought I was missing a mechanic. Then, you add the somewhat clunky throwing mechanic and it felt pretty hard. Those issues aside, I thought the art, sound and level design were very polished and felt great! Fantastic job getting this done in 2 short weeks :)
This amazing for being done in only two weeks. Once the gameplay settled in, I really enjoyed it! The items were interesting and led to engaging gameplay scenarios! For example, I got the item that made it so there is a thunder link between you and your shadow in the first level. Then, when I encountered the shield enemies, I could position my shadow behind them for an easy kill. I really enjoyed it overall, great job!
Wow! I really loved this. The second the music came on, I was absolutely bumpin' my head! The gameplay was fresh and interesting, and I really enjoyed how it was paced. Getting to the final level and using all three felt really good after warming up in the first three levels. I loved the art, sfx, music and general theme of the game. Great job :)
This is absolutely out of control. Servers had a bit of issues, but the insanity needed to try and pull this off in TWO WEEKS for a GAME JAM is unprecedented. I am absolutely in awe! I agree with some of the sentiment that the gameplay was a tad slow and unengaging, but I was engaged simply by the fact that I was playing an MMO in a two week game jam. The team crushed it!!
I had seen this in the discord earlier and the week, and was VERY impressed with the visuals. It looks amazing. The gameplay is a tad bit confusing without much direction though, it took me a good 5 minutes to figure out how to collect items using the cauldron. Conceptually, this is a phenomenal project! Loved everything that went in to the atmosphere, environment and ambiance. Regardless of the gameplay confusion, this is an amazing entry!!
Great job on your first game! I will say, without much direction, audio queues, or variety in the environment, it was very hard to understand where to go. On top of that, the enemy spawns seemed very sparse. I played for roughly 5 minutes and saw 3 enemies. Regardless, the core mechanics work well and I think you did great! The pixel art looks great as well! Keep making games my friend :)
Character and Enemy art look amazing, as well as the cover and menu art! I think that with a little more UI, it would be a bit more clear how many actions you get (seemed like two) and damage done etc. For the most part, everything worked very well, aside from the occasional enemy pathfinding being a little janky. This is a fantastic prototype, and with a bit more time, it could be a fantastic game! Great job on getting this submitted.
Wow, this is actually insane. I feel like i'm playing a game that was developed for years, not weeks. Crazy polished, very enjoyable movement and incredible atmosphere. If this doesn't win I will shoot myself in the foot! Only piece of feedback I have is the timing for the third to last room was a bit tight, as you could only move the blue wolf slightly out of the way in order to reach the platform, and the timing felt VERY tight. Otherwise, absolutely phenomenal entry!!
I am absolutely blown away by this! Extremely polished, very unique gameplay mechanics and charming art! Everything about this is great. I will say it can be a little confusing understanding what ingredients are best to buy early on, but that is remediated a few days in to the game. Fantastic job, I aspire to make something as great one day :)