Great art and atmosphere! The gameplay took a bit to get used to with a lot of trial and error, but it is quite fun
Frousen
Creator of
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Ah, for whatever reason the panel I used to create a fade in effect for the end screen doesn't trigger on the current version of the game :/ I'll fix it on the patch I'll try to publish sometime after the Jam is over (right now I'm quite busy with University stuff)
Edit: Ended up finding the time to publish the patch earlier than I thought
I like the animations and overall style of the game, the attacks have a nice impact too, though the camera shake started getting a bit nauseating after a while. Not sure if tying jump height to level ups was also entirely necessary, as it had to be upgraded quite a lot on top of getting the double jump in order to reach a platform. Or was this on purpose, to have it be a build path sacrificing attack etc. for increased mobility?
Anyway the options menu was quite impressive, though maybe including only the necessary input options on the list would do. Personally I like to turn "ui_up" etc. direction inputs into the movement actions.
At least on my browser on HTML version the amount of enemies that got spawned made the game quite laggy, especially the zombies that got stacked under me while I was standing on a platform.
In the end I beat the story mode, had fun!
Ah about the previous game's inputs, sometimes bit of a damned if you do damned if you don't kind of situation then? I sort of ended up making a short tutorial with prompts at the start of my game, that stops the player from getting into the actual game unless they have pressed both interact and attack inputs :D
Really nice art style and overall atmosphere, I especially liked changing the angle of the character when pulling a carrot, nice touch. At first I wasn't sure about having one button for both using wand and pulling carrots at, but it ended up working pretty well.
Also I somehow managed to push myself with a cauldron out of sight once. Did the cauldron have an Area2D that pulls anyone inside of the area with the cauldron when its flung? Maybe excluding the character launching it could work?
Thank you for playing!
I personally like the crow, but I suppose I could buff it by adding some kind of slowdown effect on enemies that pass by, once I get to working on patching the game.
Also right, dark nights, yeah I once again made a videogame with dark visuals, and forgot to include options for brightness and contrast, I really need to create some kind of checklist for jams :D
Thanks!
Yeah I was sort of 50-50 with the font I ended up using, as while I found it aesthetically pleasing, I too had difficulty reading it sometimes.
I tried to balance the towers, but since there was quite a lot on my plate seems like I didn't manage that part well enough.
Upgrades was something I wanted to do, overall UI for "manage contraption" was something I planned initially, but didn't find it essential enough to implement.
Oh and enemy feedback, yeah now that I'm looking back it's kinda silly that the crops etc. have better response to damage than enemies, need to patch that in too.
Thanks for compiling a pretty good list of things to fix!
Thank you!
I got to say on the latter, I tend to over aim with the amount of work, and then end up cutting things off, and hopefully ending with a level of completeness. So I got to say, be ready to constantly think of what features you want to prioritize and evaluate what you can add realistically, as one thing that almost didn't make it in was dismantling defences (partly because I forgot to add it for a quite while), as I added it about 2 h before deadline.
Thank you for playing!
Ah, that occupied fields bug confuses me a little bit, as I noticed it myself on last day, and I thought I fixed it, but apparently not... need to investigate what causes it.
I went for a minimal HUD as a stylistic choice, but yeah maybe I need to add a button that shows all useful stuff at once?
Glad you had fun!
On the game's difficulty, I feel like there's a bit of a pull to make a jam game bit more forgiving, as usually people are going through a pretty huge list of games and might be likely to click for the next game if they lose. So I feel like presenting almost something more tech-demo'ish that people are likely to finish makes more sense.
If we end up making an updated version of the game (as there were bunch of stuff we ended up leaving out), we'll likely rebalance the game at the same time.
Thanks for the feedback! I was wondering towards the end if the game needed a proper tutorial, but I ended up thinking the tooltips were enough and the rest was hinted by the dog. When it comes to music, it ended up being the part I had to rush the most, and ended up making mostly just simple 1 pattern loops, thinking it was okay as the bgm would change quite often.
Game looks and sounds really good, overall really professional!
On the gameplay-side the game can get quite frantic quite fast, and juggling tools and setting off fires is pretty funny gameplay-loop. It does get quite difficult though after first wave, with the amount of fast projectiles and all.
I think one thing that would really ease things out on graphical presentation: The bubbles indicating what tool is needed could have been placed differently, as you need fewer steps to see what is needed on the bottom than what is needed on the top etc. Having each bubble be more aimed at the side where the player is would be a nice quality of life upgrade imo.