Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags

Old Dry Witch

152
Posts
15
Followers
7
Following
A member registered Oct 23, 2021 · View creator page →

Creator of

Recent community posts

Remind me never to go on a road trip with you X)
Thanks tho !

We used Lootlocker, it’s free and quick to setup (#notsponsored)
It’s always pretty rad having an online leaderboard in a jam game, and it adds a lot of replayability

Thanks a lot ! Yeah the point is to force you to pay attention to a lot of simple things at the same time, which makes it difficult. I think it’s an interesting way of creating challenge.

Actually I’m not familiar with Aztec ball games ! ^^ Also, depending on if you click left or right of the screen you can rotate in both directions, but I omitted to say it in the tuto… oops !

Thanks ! Actually this hitbox thing has been a bit of a headache, since you can’t have the ball bounce as soon as it touches the triangle and stay aligned on the axes. So I went for them going a bit through, but yeah it’s not perfect

This is so juicy, great job on that. It’s very satisfying when you get your ball stuck between a bunch of thingies (what are they anyway ?) and blow everything up while getting lots of points. An online leaderboard would have gotten me playing for a good while I think ! Great entry, congrats.

Great pixel art, it’s very moody I like it. It’s also supported by the animations and effects, it’s pretty polished. It was a bit weird having the leaderboard in the middle of the screen tho. Also, a quick explanation of the powerups when you have to choose would be helpful. Those are only details though, good job for the game !

Congrats for your game ! I like how this looks like a sort of Cuphead-ish boss fight, with several simple patterns to keep track of at the same time which makes it challenging and fun. One thing I’d add to make it fell better would be sound screenshake, and particles (that’s more than one thing oops lol) You could also even out the pixel art resolution ;) Other than that, well done !

Congrats for your game ! It’s pretty fun managing to hit the hole in the exact number of bounces, tricky but satisfying. To improve it, I’d make the background less saturated, and add some effects like sound and screenshake when the ball bounces. I know you didn’t have enough time tho, just throwing my 2 cents ;)

Another comment already suggested the same thing, and I 100% agree. I definitely should have thought about it during the jam.

Thanks a lot !

Glad you liked it :D

Frankly, seeing the graphics at first I thought this game was going to be meh. But although it looks simple, it is not only one of the most fun games I played during this jam so far, but it’s also really polished, visually in particular. The shaders you added on the numbers, on the ball that squashes when bouncing, go a long way in making the game feel great. When you get in a good flow and start combo-ing like crazy, it gives this “in the zone” feeling, which is awesome and crazy cool for a 72 hour game. Amazing entry, good job !

Thanks ! I guess that when you know you’ve lost it can be frustrating to have to wait for the ball to reach the border. Hadn’t thought about it, but you’re definitely right ! ;)

Great entry ! It’s very polished for a 72 hour game, with a lot of details like the ears of the rabbit character moving back when you move, I love it ! Even making a 3D game at all in such a short time is impressive IMO :o Well done !

Got the high score ! :D Good entry, I’d recommend not having new scores overwrite previous ones and only keeping the highest score a player has reached. Also sometimes you get stuck because there’s no more platform above you. Good job tho !

Man how do people get 2700 points on this game XD Really fun, weird and well made. The online leaderboard adds a lot of incentive to keep playing !

So this is a weird one to comment, I feel like it has some great points and at the same time some accessibility issues. First, I want to say how cool the animations of the main menu are for a 72 hours game, and how it transitions to and from the gameplay. That’s seriously awesome. It’s polished, and also has a fun mechanic (that I thought about for my game but decided it was too complex). But then, the experience is kind of undermined by a few things :

  • it really lacks a tutorial
  • it’s hard as balls (or I’m just really bad ^^’). You bounce so little, and there’s the limit on the number of trampolines too
  • it takes too long to restart a game when you lose (although the animations are, once again, really cool)
  • the font you chose is great for titles, not so much for the rest of the UI. Scores are pretty hard to read
  • and also, the user name field having the exact same appearance as the play button, is unintuitive

I might sound harsh with all those negative points, but it’s just some UX issues, I really think this is amazing for a first game jam, and in so little time. Great job, keep it up !!

Congrats ! One thing you could improve, is to save the player’s score on a level only if it’s higher than the previous saved score, so they can keep track of their best score.

Nice entry ! The issue with the mouse position was already mentioned, other than that I liked it ! It’s very satisfying when you have 5 balls bouncing around everywhere :)

Wow thanks ^^ Your name is displayed 10 times on the local leaderboard (it’s your 10 best scores), but there’s a button to see the global one, where you appear once at most (if you’re in the top 10)

For some reason, I had a much easier time than usual making the music, it just clicked I guess. And gameplay could be improved, of course ;)

Thanks ;) UI is pretty basic, I agree. What would you suggest for the score system ? I’m interested :D

Thank you ! There is a piece of tutorial about the diagonal ones, but you might have missed it I guess. You’re supposed to catch them with the wide side of the triangle.

Thanks ! It definitely gets quite hectic after some time, but I wanted to keep a slow start, for new players to have an easier time. Might have gone a little too slow tho.

Thanks ! We tried to balance it so as to give a challenge while still keeping it fun, glad you liked it ;)

Thanks a lot ! You did great too, congrats ;)

(1 edit)

Well that’s weird, I have the same… I’ll have to look into that

Thanks for reporting though !

Thanks ! I got a brand new controller not long ago so I didn’t have the issue, should have thought about it ^^

Thank you very much!

Thanks a lot, and well done too 🎉

Amazing game!

I really liked the fast and nervous pace of the game, but I think what makes it feel so nice (besides the juicy shooting gameplay) is the fast that you have to stop shooting to collect all coins on the screen. This gives a very nice rhythm to the way you play and feels really satisfying once you get it right.

Definitely one of my favorite games of this jam!

(1 edit)

The tutorial at the beginning was appreciated, it’s good to play a jam game were you don’t have to go back to the itch page to check the controls again.

I thought the player’s move speed was a little fast, it made dodging bullets somewhat harder.

Also, there’s a strategy that you might consider cheesing : if you stick to one of the walls and always shoot upwards, you will only have to dodge bullets from the enemies of the other side, it makes the game way easier (too easy ?)

Good entry though, great job !

Thanks a lot for your feedback!

We indeed used Touhou as our main source of inspiration (it’s actually the only bullet hell we’d both played before this jam I believe), and this gave us the idea of the new mechanic.

I think you’re right about the double djinn & the other enemies together, they might be too hard. I’m pretty sure I struggled on this too, but we didn’t have enough time to polish the levels as much as we wanted at the end of the jam.

About the keyboard bindings, we had some early feedback from our testers (some were Touhou players, others not) before the end of the jam and they were not satisfied with it either but had different opinions on the best key bindings (we hesitated until the very end of the jam between mapping “slow” to shift or k, or even mapping everything on one hand with slow on shift and warp on e). If would be interesting to have your opinion on this matter, as we couldn’t reach a satisfying answer! We have never implemented an in-game controls remapping system, and though we’d have loved to do it here, we had higher priorities and sadly never found the time to do so :(

We didn’t notice the dialog button overlapping the text below, nice catch!

I also agree about the font, we didn’t want to use a pixel art font for the dialogs as it would negatively impact readability but we could have chosen something more fitting!

(1 edit)

That’s some interesting feedback ! Concerning the player’s bullets, I’d say the damage of the wider cone is too low compared to the straight shots, which means you’re going to do almost nothing if you aren’t aligned with your target. The goal was to encourage precise placement, but that might have been too much ^^ You were also not the only one to suggest the game is too slow, that’s something that should be worked on then, if we expand on this, although I’m still not sure exactly what to do to improve… A scoring system might be nice, but we thought we would focus a bit more on the story aspect, and make the game accessible even to non-shmup-fans. Not saying they wouldn’t enjoy a scoring system, but it might not be the reason they would be interested in playing. Also we are not well-versed in shmups, do scoring systems typically penalise you for keeping shooting all the time ? That’s still an interesting possibility though.

(Also that screen of the credits is too cute XD)

Thanks ! If we do expand on this, we’re probably going to make the levels shorter, and more focused on the bosses (those were the most fun to make too) We would also definitely have some kind of upgrade system, though as you said we didn’t have time to cram that into the game during the jam ^^ We focused on adding the parts that pushed the swap mechanic as much as possible.

Thanks ;) I guess in Touhou the levels outside of the bosses are very short. We thought we could make those parts interesting on their own, but apparently we should focus more on bosses ^^ Good to know

Thank you ! We did notice a few slowdown issues, but weren’t really sure of how to optimize further, in limited time. We didn’t get the textbox issue, though someone else mentionned it, it might be because of screen format. What resolution do you have ?

Awesome submission! This game is really polished, from the menu to the visuals, SFX & music, everything has been well crafted and integrated together in a very satisfying and juicy roguelike bullet hell! Congratulations!!

Thanks a lot :D