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Drakonkinst

14
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5
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A member registered Jun 14, 2020 · View creator page →

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WOW this game was awesome. I went, "alright, last game for the night" and ended up playing it for 30 minutes straight running around and getting lost. TBH by the cover & name I expected to end up playing as the cat, and was sorta disappointed it was a mouse...and I was confused why the mouse was moving too slow. Each upgrade the mouse got felt impactful and started feeling like a Metroidvania of me revisiting old rooms to unlock new things.

This was super impressive, especially just for two people! I initially got stuck thinking I had soft-locked myself by putting in only some ingredients for the strength potion while having all the ones needed to make the sleep potion, but tried it and thankfully the cauldron doesn't mind the mixture of ingredients.

There were lots of red herrings, the key that was a different color, dead ends, random objects that are just fun to bring around and made me want to gather them all in one place. Makes it feel like a lived-in world and not just a game since not all the objects actually pertain to the main quest. I was so excited to finally get enough strength to jump on the food table that I forgot that the same upgrade also let me jump to get the silver key and end the game.

I wish there was a more convenient way to get around, though the visuals of low sight and seeing the light at the end of the tunnel was super cool. I kept getting lost, and the game forced me to actually learn the map.

The art was gorgeous, extremely stylish, and I love the cinematics at the beginning and end. Gameplay was super easy to understand. I can definitely see this as a larger game that I would love to play!

I survived! I've never played Vampire Survivors, but I had fun with this one. The shooting system took getting used to, I would definitely have preferred something that shoots at the mouse instead or maybe press and hold to fire in the direction of the mouse. Firing diagonally was nearly impossible and took sheer luck / number of enemies on screen.

Very fun premise! I wish it had an infinite mode that would just keep getting harder and more crowded. The upgrades made sense and were interesting; I was hoping for a speed upgrade but went for max damage (+2 damage, double shots, and faster attacks), mostly ignoring the health and pickup range ones. The enemies filled up the screen QUICK...I wish there was a way to deal AoE or something to get rid of more of them. With the strange aiming control scheme, I found myself stutter-stepping the timing of the shots to look backwards at the enemies chasing me while still moving.

Feels easy to expand on this game...different upgrades/stat buffs, enemies that can shoot back, health + speed + damage of enemies gradually increasing, etc. Great jam entry!

I liked the experimentation to find new spells! Switching to the right spell felt overly difficult, I often had to pause mid-fight to switch out to a new spell. It felt like there was just not enough space for the spells I wanted to use. Some of the spells felt pretty useless, though it was cool not realizing what bonfire did until the room went dark! It would also be useful to be able to switch between selected spells with hotkeys, maybe a 1-9 hotbar of spells would work better?

In terms of pacing, it was a bit overwhelming to get two turrets + boss + infinitely spawning enemies + a dark room all at once. I think it would teach the player better if some of these were spaced out more, like a single room that is dark to teach the player the usefulness of bonfires, before putting it all together.

Discovering different ingredients was cool, though the third option only had 1 choice. There were a bunch of spells and it was fun to experiment with them. Perhaps 2 options each, 2*2*2 = 8 spells, would have been more approachable?

On a technical note, it looks like the projectiles and attacks all had full collision which meant the player would often get trapped between four enemies or get knocked around by bullets, which felt a little unnatural. I went from 100% to 0% health and punted into a wall because of this, where I figured out that the player did not die.

I didn't use Dash at all, and didn't really get the purpose of some of the spells (the wall-creating one mainly).

Well done for a solo project! I hope you learned lots of things.

I enjoyed the freeform gameplay of being able to move around anywhere and pick up all the books! Was a bit laggy on browser, but that's to be expected. It was a bit frustrating to place books in the cauldron, but the splashing sound effect made it very clear when it was successful. Love the assets and music!

I didn't really understand how to open books to see numbers...I see others found a way to do it but I was just throwing in books at random and got a failure 3 times before I gave up. I felt like it ramped up from 2 to 28 very quickly and did not explain how to check the book's number, which made it a little overwhelming.

Cute little game! Reminded me of playing rock paper scissors. It was a bit tricky at first, but the optimal strategy reveals itself easily enough:

  • If the opponent has prepared ingredients, the best option is always the lid until they waste their ingredients.
  • If the opponent has not prepared ingredients, it is safe to pour ingredients or prepare ingredients.

Well-explained with the hover tooltips and easy to play. Well done for your first game jam! Some kind of turn limit to encourage other strategies (like time remaining in the class) could help, as I feel like there is an optimal strategy. I could easily see this be expanded to making different kinds of potions which require different ingredients, and needing to be careful not to go to the same spot as the alchemist.

I LOVED the gimmick, it was so funny! Extremely well designed and written, with excellent art style too!

Chaining effects together was our favorite part too! Thanks for the feedback :)

Thank you!

Thanks, glad you enjoyed!

I had an idea of the dice enemy rolling randomly (either in place or as it moves), then stopping on a particular face, which telegraphs the next attack (perhaps the number of dots = the number of bolts, and is inversely proportional to damage) and lets the player anticipate their behavior. This might need the enemies to be less frequent but have more health, more similar to bosses, but starting slow and letting the player learn the enemy behavior means a lot more strategy in later stages!

Polished and fun! The dice tiles were neat, though I wish there was a reset button. Both creatively and mechanically challenging. Inspiring to see what a larger professional team can create in 48 hours, the sheer amount of content is insane!

Excellent presentation for both visuals and handling, felt very fun to play! I think a bit further bullet range and a larger map area would have been neat. The dice enemies feel more like a re-skin of standard bullet hell enemies and do not feel particularly thematic for this jam.

Interesting idea! The mouse sensitivity was way too high for me, and the reticle was hard to see against the background and enemies. The dice and bullet choices didn't seem too well integrated since the best strategy seems to be firing as fast as possible (consequences like not having that bullet available for a certain time would be nice). With the random healing the enemies never seemed to pose much of a threat and seemed more like floating targets.

Nice music choice! The game was a little bright at the start and the controls are a bit confusing. I think having an initial power of ~50% would help the direction indicator be more visible.