Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Cezar

11
Posts
16
Followers
8
Following
A member registered Oct 07, 2019 · View creator page →

Creator of

Recent community posts

Oh, the ore vein you were mining probably depleted! xD

But this is a great feedback! I'll add some indicator to this, thank you!

Thank you for this incredible feedback and for the missing cards bug report! We've already fixed and it will be available on the next update! :D

  • The idea of creating the potions with items you collect is very interesting, specially if we have a way to know which path to follow. 
  • I'd change the order of Gameplay, such as being able to gather ingredients before opening the shop. It would be more fun to already be able to do something in the first day, and my objective would be more intuitive.
    • This could be also solved by having the ingredients of a base potion for the player to craft immediately.
  • I wouldn't end the game when players lose a battle, instead, I'd only not reward them in that level and only end the game when multiple people were not saved.

All in all, an awesome game premise to be explored, so I think you all should keep working on it. Congrats and good luck! :D

(1 edit)

Thank you so much for this detailed feedback, it means a lot to us! 

We'll be adding more ingredient combinations to mix and visual feedbacks to make sinergies more intuitives. We currently have 5 mixing combinations available (Ice Golem, Fireball, Rain, Meteor Rain and Thunderstorm), and we agree that almost every mixing should be a valid recipe (just like it is in Magicka).

Awesome suggestions regarding the shop, drops and keyboard inputs! We'll definitely take all this into account for our next updates.

And a question from my girlfriend (artist): Which program did you use to make the art?

Haven't played such a good game in a long time. Art style is simple, yet marvelous. I'm not a fan of metroidvania games, but you made me change my mind. This is literally a work of art, congratulations in such a great job. I hope you win this jam.

The story is something that was the main focus in the game, and this made me feel somewhat frustrated with not knowing what happened after the flower was found. I felt that there was a lot to be told (based on the others scenes to come), but there was not enough time to do so. In this case, an ending drawing would be more than enough to finish the experience and wrap the great story created.

The lock picking is an interesting feature that could be more explored, one option would be having the code hidden in a drawer, a letter or even in the painting on the wall, those types of puzzles are fun to solve and add more depth to the gameplay.

I agree with squid.mid's comment with the player walk speed, having a way to switch between walk and sprint would solve this, so you can have more movement control when trying to reach certain objects.

The art is truly beautiful, we can see the sprites and every place created has love in it, great job!

Thank you so much for your feedback! I've noticed this in the playtests too, I will surely add some sort of trajectory indicator after the jam results!

Thank you for your feedback!

The idea of the theme is good, but I did not understand what exactly I should do during the gameplay. Should I collect all the yellow circles? All the cyan squares? Which one is the key? It was confusing. If there was some explanation of the objectives of each level, or what each thing does, it would be more clarifying. As for the mechanics, the ability to close the eyes is interesting, and could be more explored, like if you close your eyes the Medusa doesn't follow you for long, or something in that way. At some point in level 2, some numbers appeared on the screen, I believe they were coordinates for the Medusa's position(?), I don't know what they meant, but having those informations and objectives more clear or intuitives would be great.

The music and the mechanic of choosing where to look made me feel anxious during the gameplay, and this is awesome! The idea of being chased and having to decide where to go in a fraction of seconds is amazing, the only thing I truly missed (and made me frustraded) was having a way to avoid the Minotaur, something like a roll or dash (maybe because I'm used with soulslikes) would help when players end up finding a dead end. Great job with the smoothness of the light and movement too!