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Sam418

17
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A member registered Jun 19, 2024 · View creator page →

Creator of

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Thanks you so much for your feedback! :D

I'm happy that you liked the idea. I'm curious how i will do that too for now, but at some point i will find a structure that will work for the game/ expands on the idea to become a bigger game :D

Yes i sadly couldnt learn how to add music because i didnt have the time, but now that i have time to learn it i have put it high on my priority list :D

A very cool looking and sounding but stressful game :D I never got further then 7 or 8 but i had fun :D

The game has a nice luck factor to it, but gives a lot of options for strategies. I liked trying to fill all the places at the end the fastest and that worked out nice for some time. Now that i think about it the brewing has a lot of stragegies that i didnt try. I kinda didnt like that it got shorten to ,,dot,, ,atleast in the explaination. I like it when the game is clear about explaining effects, especially when it introduces them like when buying ingredients here. But the Dot effect feels like a nice way to counter the rising amount of customer waiting. Maybe i try it again sometime and then i buy ingredients better :D

When i did get attacked it felt kinda unbalanced. I couldnt avoid them attacking me, because i had to stand close to them to attack and because i got attacked by one i got fast attacked by 3 because i couldnt get them drinks. It could be a skill issue on my side, but maybe the rise in difficulty happens a bit to fast on night 7. Or on some nights like night 5 the player could get 2 power ups instead of always one?

But i like that every night i got to improve speed or attack or health. I kinda wondered where i buyed the ingredients from or who i got these power ups from. The story aspect felt missing in the game. Or why is the bartender even serving drinks to such unfriendly customers?! :D

Uh one last thing. I feel like a idle animation is missing. The game has such a funky beat and the bartender seems like a cool guy. At the end of the nights i made my own idle animation while walking towards the counter. It feels fitting that he moves his head a bit, like hes moving it to the music :D

The game is very fun. Its normally not my kind of game genre, but i enjoyed it and felt an addicting charm to it. I definitely wanna atleast beat 8 nights at some point >:D

A very cool 3D Platformer :D

From the nice story introduction at the beginning to the end with the cool red surface to still try that out (and jump out of bounds with >:D)

I like the character design and her animations. But especially when jumping it did not always trigger the jumping animation. Sometimes she jumped while in her standing position for example. And when i got to high, the blue potion didnt reach the floor or just despawned.

And jumping the character did a lot, it was fun, i enjoyed getting the jump potion as ability later :D. It was nice that i didnt have both abilities at the beginning.

I also liked how connected the cave was. It didnt feel like a straight line and i saw that i got to places that i only saw from underneath at the beginning. I feel like the cave could be a bit darker tho or that its so bright because of places that spend lots of light. 

At some points i got interested in the story explanations of some things. Like why are the gremlins around the cauldrons. What are those blue jumping potions made of. Why could i destroy some walls in the puzzle room and some walls not. Or who placed the cool puzzle in the cave :D. 

Overall already an awesome game and a very fitting creative idea :3

Such a great 3D Platformer! It looks and sounds awesome and it has an awesome idea :D

It has his own charm that im missing in some of the 3D Platformers that came out in the last couple of years.

I like how it fates out into the darkness and how some parts only get visible after the first flame is lit

About the flame, i felt like the characters face got to bright because of it. It hid characteristics like his triangle nose and some of the charm that the model has got lost because of that. But the 3d models look so smooth and polished! :D

I like how the snails are hinting at things, but felt bad about dropping them into the darkness so often because of that xD 

The very friendly sock NPC was cool too and i liked how he foreshadowed his intentions at some points. Well written dialog!

The flame mechancis are all 3 very cool and played nicely into the puzzles. But having to hit all vines one at a time is a bit frustrating on some parts, especially after dying and having to do it again.

Uh and i liked the control of movement in the mushroom jumps!

In total i had fun playing it :D

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I made a few pictures with some problems i had.


On my first try i got stuck here and had to reload. 



This wasnt really a Problen and more of a funny Bug, but when i destroyed one of the berries with the flame and stood where it respawned, i got into this position. After the initial fear that i got stuck i figured out that i could free myself with the flame :D


I'm having mixed feelings about having to collect the orb when its on the ground. For the Boss fight it was a nice creative way for him to 'damage' the Player, but i had to jump of a few times because i got the orb stuck somewhere and couldnt collect it. In this picture it was inside the vines. But they also have been parts where the orb was far out of reach like behind a wall, where i had to jump of.

Self reply because my post got to long for itch (maybe because of the pictures?)(Or i just dont know how to write short senteces :D)

...


A different animation bug (or it seemed like a bug) happened for me after making and switching a lot of different ghosts. While cooking they kept on jumping down and then up. Sometimes all almost at the same time.

But the bugs aside in general from art, sound to gameplay its an awesome platformer and i had fun playing it :D

A very fun puzzle Game! I liked how it started with the book explanations and in general the lore is an creative idea :D

The heart sign was a nice easter egg. I like it when platformer hide stuff, even ifs not necessary to advance. :D

The score goal being to use as less ghosts as possibly is cool, but i would have liked to have seen how my total score was too, to keep track of it.

I sadly couldnt continue on one of the puzzles, because i kept on bugging into the walls. It was this one:

I also tried a lot of combinations with purple and orange, to stay small but still bugged into the ceiling and respawned then. Oh and dashing into walls made me bug into them too sometimes.

I dont know if it helps but: i got the bug in fullscreen and windowed mode and im playing on microsoft edge.

But i still enjoyed the other levels and how they teach different combinations in a playful way :D

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Thanks a lot for your feedback! :D

Yes, i have a lot of ideas on how to further expand on it. Which is mainly a messy idea pile for now. I'm happy to read that your seeing a potential in it :D

And yes feedback for interactable objects was something i completly forgot/overlooked when i was working on it. I will test out different visual/sound clues for it :3

Such an awesome idea! With a smooth and clean art direction and easy to understand instructions on how the game works :3

The puzzle itself were nicely tricky. I needed minimum 2 tries on all of them. And i loved that i was able to move the light after the first puzzle, which opens up so much more on puzzle possibilities :D

Im amazed at the shadow animation in general and wonder how you did that so that is runs correct from different angles :D

I felt like a reset option as button would be nice, after i noticed that my potion steps have been wrong. Which also would have resetted the 3D objects. 

And it took me a bit to notice that i could stop, maybe an ui icon as stop sign when its stopped would indicate it nicely that the stop exists. I skipped over the stop often at first when i switched between reverse and play. But maybe that was also me being dumb, when i didnt see that it can stop ,:D

Some mechanics seem to have a cooldown which is nice to avoid double tipping, but it feels like it could be longer on the cauldron. I was able to spam create wrong crystals with extract.

I liked that the different potions and items had comments, which made them more unique :D. But I feel like i found a bug on it. I looked at a Potion and didnt understand what it was at first so after the dialog disappeared i looked at the ground and then again on the Potion. I had to look at the spoon or something else and then again on the specific Potion to get the dialog again. Looking at it, then at the ground or just not at an object and then on the Potion again didnt show the dialog again.

In total, its an awesome game and was very fun. :D

First of all, of course the story is awesome. I totally understand the alchemists addiction :D

I really like the artstyle. Its very smooth and the Ui is nice.

I normally dont play factory building games, but the Tutorial explained it well on how this game works :D

The Gameloop after it is nice too. The waiting after the tutorial/ in the battle for the exit felt like it could have been shorter tho.

At first i didnt understand that the alchemist makes the shadow guys with the gold and potion and that thats the point of his factory building plan. (Atleast i think it is?) 

I think it might be nice to explain how the alchemist plan works in the beginning too. Maybe only a sentence so the Player directly knows why and what he is building factories for.


But in general its a great game :D

Thanks a lot for your feedback! :D

Yes i very much agree on your points. Having went solo did make a lot of things more messy and i did not plan things through well enough. I will definitely try to find a group in future game jams :3

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A very cool game concept in an clever 2D/3D mix which was fun to play :D

Like the bigger the tower, the bigger the fire bullet, is a nice element of it. Or the sound clue so that you hear when they get to close, with an arcade-game like sound.

I also once had two towers in one shadow and i was scared that only one would shot. Its nice that the 'hidden' Tower was still shooting :D

I also enjoyed reading the story. Poor cursed orb of light. The angry eyebrow on the enemies makes them look cute tho :D

My only critic is that the room feels too bright. It doesnt seem like the orb of light is the only source of light. Maybe making the higher parts of the wall darker could create an cool atmosphere. Or in general making it so that its the brightest very close to the orb.


The whole idea already is a cool game with lots of possibilities to expand it. Maybe with the ability to set an option if an hit means instant death or if the player gets more chances. Or maybe im just sad that my unstoppable defense in level 7 wasnt enough xD

Thanks a lot for your feedback! :'D

I didnt proofread it much and since english isnt my first language my proofreading probably didnt help that much either :D

I will let some people proofread it too and correct the Texts in the upcoming updates :3

Im overwhelmed with the amount of content, congrats for getting it so smooth in the short amount of time :D

The music is awesome and fits it very well. It gives it a funny but still tense feeling :D The art flows well with the rest too and is also so very clean.

The Tutorial is hard to get through, but got easier to understand when i read it while in the fight. Its nice that i was able to always access it.

At some point it made click in my brain and i got it on how it works :D. An interactive tutorial would be nice at some point, but having to find out how it works slowly was fun too. 

Well sorta, i kinda get how it works but its a bit much to remember everything. 

Maybe giving the players a smaller deck at the beginning to get familiar with would make it clearer.

I admit i didnt read the whole tutorial and only loosely read it. For the part with the traps, it would be nice if the player gets once a hint when low on hp that he could rest/heal with it and get new cards. Maybe even with an hint to read the tutorial about it, so even lazy tutorial skippers like me notice it :P

Also a bit hard to notice was the explainations on the cards. Only seeing the effects when hovering over the card name is way to hidden. It should also get shown when hovering over the card as a bigger surface.


I sadly only got to 66 remaining, but will try again at some time and then set off traps also! :D Its a very fun concept and i love the Game idea!

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I had fun playing it, especially in the endgame when my spell speed was very fast and i had 2 or 3 bosses at once :D

Sadly had to reload because i accidentally clicked on the submission banner picture xD


At first i didnt understand the movement, but after finding out that i was faster with moving also with the mouse the movement felt a lot smoother.

The background sounds feel very fitting (but maybe a bit too loud) and i liked that the screen shakes when i got hit by enemies.


At first i stayed too much to close to the portal and wondered why not much enemies spawned, but after moving away more i found a lot more. 

After a lot of buffs i had times when i got swarmed by enemies and times when i had to search for more again. I dont know how to explain it. It felt like the enemies spawn either too fast all of the sudden or too slow. 


It felt a bit unrewarding to only get one coin for a boss, but i can understand that it would otherwise speed up upgrades to much.

I liked that it gave 50 coins already at the start to immedialy get some upgrades and see the different kinds :D

The upgrades buffs felt sorta too fast to get very powerful, but as a game jam entry it feels fitting to get powerful fast to see what the endgame is like

Overall a very fun game :D

I love little details in Games and really enjoyed the mailbox dialogs at the start :D

Add more little unnessary silly things in interactions >:D

In general the graphics are nice and paired with a nice funky beat.

I found one softlocking glitch, when i went to the left room first (or in general later after dying i tested if it locks me too if i walk in it again then and it did)

I got in and then got stuck on that spot.

After reloading when the Gameplay started the concept feels really cool, but i kinda just smashed buttons because i didnt really understand the slime combinations. 

I also pushed one of the slime in a corner once on accident and he didnt attack the enemies there

But the gameplay idea has lots of potential :D

For a two weeks game jam, its a really good vision of what it can become like

The Music fits it really well.

The Puzzles are fun, but i couldnt find out how to solve the bat level. Maybe a small hint here would be nice. 

And i felt that the art works out really nice together, just the font of the dialog didnt feel like it fit the rest, but the rest looks awesome.


Good luck with your guys entry :D

I love the TV Main Menu look and in general the static effects :D

The Gameplay is also fun, but i didnt understand how to beat or damage the stronger enemies. 

I tried a couple of things but it feels like the tutorial isnt explaining it enough.

I collected elements but then wondered "do i need to use the skill near the stronger enemy" or "do i dash through him while i have an element on me?"

Both ideas didnt seem to work much or i tried them in a wrong way.

Im happy the Game saved my procress, because i died so much xD


Besides that i have no criticism. Its an awesome entry, good luck :D