Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

themagmapsychic

14
Posts
13
Followers
A member registered Dec 19, 2023 · View creator page →

Creator of

Recent community posts

Thanks for the feedback! I'm honesty quite surprised we managed to fit so much in. Though to be completely honest, at least 80% of the programming side of things happened in the second week. If we worked on it just as hard throughout the entire development period, we could have added even more and/or made it more satisfying to play. I'm very proud of our little game, regardless! The team did a fantastic job!

Yeah, I agree the UI needs work. We were so overwhelmed at trying to get all the mechanics we wanted into this game that we overlooked some of the more basic aspects, like UI and effects. 

A video tutorial should come soon, if not a full interactive implementation. The latter just takes a lot of time to build.

We'll have to look at the way we do cards again, because I fully agree that cards and their effects are too hidden.

Thanks for your review! I hope you enjoyed playing our game.

From a more "technical" standpoint, the tooltip system is kinda wonky on the web exports for the version of Godot we're using. Will be fixed in 4.3! Just like an additional like 6 big things we had to find work-around for...

We definitely have been wanting to make an interactive tutorial, or at the very least a video tutorial. Give the game a look-up in a month or two to see what we come up with!

As for the final boss, and all the enemies for that matter, the balancing was very... Shall we say, instinctively done. And by that I mean thrown together willy-nilly. The boss "cleanses" a few status effects each round which is supposed to balance out the freeze/stun solution, and burn almost directly counters it! Balancing could definitely use some work.

I'm glad you enjoyed it! Do tell people, we're always looking for feedback. On that note, good feedback. Very helpful.

Ideally, as this is meant to be a roguelike, we'd implement a saving system so you can get a better tutorial only on your first playthrough. Unfortunately, the nature of the browser game coupled with the limited time made it impossible at the time. Our team has been talking about prettying this game up a bit, so check back in two or three months.

If we turn this game into something on Steam, you can bet your bottom we'll be dumping in all sorts of satisfying sounds, animations, and effects. As is, the team was already swamped with the sheer size of this project. None of us had tacked a game of this scale before, least of all for a jam. We might have been too focused on the mechanics rather than the presentation.

Thanks for your review! Again, check back in a bit to see an updated/bugfixed/polished version.

I humbly request you to play through my game too. https://themagmapsychic.itch.io/dark-wizards-pantry

Apart from the bugs you already know about:
It seems the player doesn't take damage
Enemies can drop their spice below where you can pick it up
Enemies only drop one kind of spice? What's the point in adding spices if you only have one option?

Artstyle is probably your game's strongest point. Unique and charming. Gameplay is confusing and difficult to understand, but once you do it feels repetitive and without purpose. Like, what does each minigame effect on my weapon? Music is okay, just feels a bit busy. 

No idea how you managed to raw-code HTML5, that's bonkers to me.

Hopefully I gave a bit more action-able feedback, more than just "This good."

You get points off the cards you collect, using poker rules. A full house (3 of the same and 2 of the same) will be worth more than just two pair. 

Overscoped? Not enough time? I don’t know what you’re talking about. Unfinished? No way. Those are FEATURES not bugs

No but seriously- we were bugfixing for nearly 3 hours before the jam ended and still couldn’t get them all. Thanks for playing!

The "doubling" thing you mentioned is actually a bug. It didn't come up (that we noticed) during our own playtesting, so it will be fixed once the jam ends. That and we'll make the noise a little less grating.
The numbers of prices and values were all very... random, I'll be honest. There wasn't much thought into balancing it out, but that will most DEFINITELY be fixed.
I'm thinking about changing chum to increase how common rare fish are, not how often fish spawn period. Hopefully that fixes that issue.

(1 edit)

Good game. I don't really see the "water" element anywhere, and the sounds of shots being fired quickly becomes too much. Overrides the music. It's also not clear what on earth is happening at first, so I had to restart a few times. 

Every time you place a turret there's a noticeable lag spike (from what I assume is the path being reconstructed). It's also not clear what each tower does, nor what tiles are valid for enemies to walk on.

We also had plans to make multiple turret types, but that was far down the line and we were conflicted about how that would work with only two interact buttons. 

If we ever improve on this game, definitely throwing those in though. 

Thanks for your interest in our game!

If we had another day, we might have been able to implement some mouse controls for more precision. Alas, we had bugs to squash and lime puns to tell. 

Tell you what, you tell your friends about our game, give it a good rating, and I’ll give you a crisp high-five. Virtually, over the internet, with time lag. (Pls tell people about Lime Rancher I’m really proud of it)

Glad you limed it! Personally I think it came together really well. Big props to Scratchy for making that amazing soundtrack.

I do believe my first game jam was a massive success! Initially the credits scene idea was iffy, but once I showed the others my portion we were all on board. The “credts” backdrop was actually supposed to be the placeholder.

It's spreading---