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vebonczynski

9
Posts
10
Following
A member registered Nov 06, 2018

Recent community posts

Cute, fun, well done and nice mechanic.

I do really like the concept but I often felt like the pieces I was given had nowhere to fit and felt stuck. The tutorial is good, but it's not easy to remember what each part needs to work, so I also got confused when some things weren't flourishing. Overall, I think the experience could be improved by adding some effects expressing what each piece needs when it's out of, and maybe have an algorithm to check if the parts being spawned have places to fit before spawning them? Nice and engaging, though.

The style is on point, nice and clean and the animations don't leave anything to desire. I like the concept but feel like it's missing a pacing aspect, music matching the spawning circles would make it perfect. Nice to play nonetheless

It is cute, it is well done, it is challenging. I love the concept and the game is amazing. I only wish it'd have a button that allow me to brance and stay in place during the windy parts, since managing staying in place while pulling that last box was kind of frustrating.

Very nice and well polished. The balancing of health and attacking was essencial and well made.

Thanks for the replies, guys! I'll be trying more stuff (:

(3 edits)

I love the art, and the gameplay is really dynamic, makes you want to keep playing. I have a few comments on the following aspects:
- The difficulty spikes a lot in the third wave, I haven't been able to get past it (probably because the health upgrade isn't working, but not sure if I would be able to with it as well).

- Not enough feedback on mixing ingredients. In my head, it would be cool to mix different things and see what sorts of spells I can create, but for what I can tell so far, mixing different ingredients doesn't work and the only feedback is a small shake and sound effect from the witch, which took me a while to notice since I'm more focused on the cards and enemies coming. Also, making mixing ingredients possible would allow a more varied deck while maintaining balance.

- I love that the shop shows everything you'll be able to buy in the future while you still have little money, but it would be great to have a more noticeable visual difference between what you can and can't currently buy, such as grayed out not-affordable items vs colorful affordable ones.

- I have to hover over drops to pick them up, and often I forget since the waves are so fast paced, and the drops left behind are not automatically picked up by the end of the wave, which leaves me with a feeling of being incapable of handling everything and kind of overwhelmed, like I managed to get through the wave but couldn't get my reward from it even though the next one will for sure be harder. Maybe drops could be picked up automatically at the end of the wave but be worth less if they're aquired that way? As to keep rewarding who's able to manage everything during gameplay but also the slower ones like myself, and rewarding the higher skilled more.

- I'd like to be able to use more my keyboard. Maybe the number keys to choose cards and with space to brew.

Would like to see more from the game in the future!

I loved it! 

Good job! Loved the art! My score is currently at 582053 and I don't feel like I'm ever gonna lose, nor do I feel a sense of progress in difficulty. I believe if it were easier to lose and easier to get to the higher speed it would be more dinamic and rewarding. Even though I've been plating for a while, I still didn't get to the highest speed, and it seems like I'm slowed down just as easily as I speed up, but there's too large of a gap between those things happening, which could be better if stuff was getting faster.

Keep up the great work!