:D
Thank you!
:(
I am aware of the jumping issues. They are being fixed in the next patch update.
Thank you so much for the great feedback! Yeah, I have heard a lot of feedback on the plafltforming. The next version will have the stickiness removed from the ending animation (you can now keep momentum during it), and I'm adding Jump Buffers and Coyote Time as well!
I'm glad you liked the spritework. That was all done by JohannFowl, who is linked in the description. We are planning on adding sound and music in the next update.
Please look forward to the future updates to the game following the jam
Thanks for the feedback! Don't worry, Inanis is just asleep until the game releases, then he will continue on his quest!
One idea would be using the same key to apply elements, just picking whichever is applicable at themoment. But of course it would cause trouble with overlapping element-dependent items.
This isn't a bad idea at all. Maybe something like this:
Where you have a UI scroll of all the different elements you have access to, and you can scroll through them with either J or L, then press K to use them, perhaps? That way, you could test out powers a bit more without feeling railroaded. I don't mind having to redesign elements like that, especially since I plan to add more elements in the future, such as Iron and Tin, with powers of their own.
Thank you so much for the feedback! I'm really glad you had fun! Yeah, I can see how the lack of music or sound effects would bring down the experience. I'm not super familiar with making video game music, and I had trouble finding CC0 Music and Sound Effects I could use for the game that fit. If you have any recommendations, please let me know!
Thank you for the praise! I actually was inspired by A Boy and his Blob! I'm glad someone caught that. I didn't put it in the GDD cause it was a minor influence.
Yeah, I've gotten comments about the jumping and the need for one way platforms. Both are things I plan to update as soon as I can patch the game. Prior to uploading, when I was testing it out myself, I didn't really notice the delay being that bad. But I'm also not the kind of guy who would notice something like that. So I'm grateful to everyone who points it out. As for the Wooden Platforms, this was my first time using Godot, and I didn't know how to do that until after the submission window passed.
If you don't mind, would you prefer if there was no wind up jump animation and landing animation? That's most of where the delay comes from, but I can take them out if it would feel better to play as a whole.
How dare you make a game this fun! Honestly, this is an incredibly finished product! I'm absolutely blown away!
I made it to night 9 before I decided to stop. I know that Night 12 is insane, and I'll try to reach it one day, but today is not that day. I'll break down my review piece by piece.
The Art: Incredible! The little avatar versions of all the monsters that you have to serve is such a nice touch, and the bar itself looks amazing! I love the different drink designs, helps mix things up.
The music: The satisfying sound effects really make this game. From the coin clink to the sounds of drinking, it's superb.
The Gameplay: This is where this game really shines. If I had to say it reminds me of anything, I would say it reminds me of the shops sections of Dave the Diver. That same sense of panic and trying to make as much money as possible as in that game. At first, I tried to just serve the customers as they sat down. But then I realized they go for drinks you've set up already, and that changed my game plan dramatically! I started each round setting up a full row of drinks, which gave me the leeway to go back and refill for when people got up and angry customers who had waited a while sat down.
Having the cauldron at one side of the bar only also adds in the strategy. It means that you can get customers at the cauldron end easier, so you can start prioritizing ones towards the far end, since it takes more time to get there (I levelled up speed as much as I could at the start). An empty bar bonus is also really nice, although I think there should be a mechanic for getting rid of drinks put down as a misclick. A couple of times I fat fingered on my controller (Controller support works great btw) and put a drink down by mistake at the very end.
I do think there is room for improvement. You could add mechanics to extend the patience of customers waiting for seats, add more seats as you upgrade the restaurant, maybe have customers take calls, which will temporarily stop their DoT clock. This has a ton of room for growth, which is always great to see.
Definitely gonna follow this game in the future, see how it develops!
The moment I saw the art for this game, I knew I would adore it. And I was right! From the gentle music of the main menu to the stylistic visuals of the character sprites and their movements, this was a very polished and charming little experience. And I can't stress enough how great the character looks!
The character movement is fun and fluid, although I will say I found the wall jump to be a bit tricky to do between walls. It just stopped sometimes. I eventually got it though. Also, the bottom right most corner where you need to wall jump, you can get stuck on an invisible wall.
Regarding the gameplay as a whole, I thought the idea of having the soul form given all the different platforming abilities was creative! And limiting it to a resource seemed like a good way to prevent sequence breaking by using the powers when you were not supposed to. I do think that the audio cue for when you were about to transform back was a nice touch, although it could sometimes be missed.
Overall, this is a game I really hope you continue work on, and I look forward to seeing where it goes!
Thanks so much for the feedback! Yeah, I've gotten comments about the platforms not being one way. There is a way to do it, but I only discovered how to do so after the Jam submissions were over! I plan to implement it in the patch as soon as I can.
I'll look into making a way to swap between Arrows and WASD for controls and abilities in the future. Since this was my first time ever using Godot, I didn't have the knowledge to do something like that in the time allotted.
I can very much see the Earthbound/Undertale inspirations here, from the battle backgrounds to the sprites and UI, to the general weird/unsettling feel of the game at times, especially with the excellent sfx and music. Honestly, I had a lot of fun with it, even with how short it was!
One thing I will say is that the combat system, while super interesting, can be a little bit frustrating as well. I did find out you could just spam through encounters with mouse and keys, but I didn't use that since I wanted to experience the game as intended.
The frustrating part for me really comes down to the fact that, if you get the first element wrong in the sequence of the attack, you still need to go through the effort of doing the remaining elements (right or wrong), then attacking just so you can miss. I think if the attack cancelled immediately upon getting something wrong, it would be a lot smoother.
It also wasn't clear at some points what could and could not be interacted with. I got stuck for a while since I didn't realize I could interact with the key block.
Overall, amazing idea for a game, which could use a little polish to truly take it to the top. Loved the ending. Found it very charming.
This game is great! The movement felt fluid and precise, giving me major Celeste vibes! And the powers were all super creative as well! I loved the lightning power, even if it didn't see any use. I could very much see this as a full game at some point!
The shadow power was a very nice touch as well, swapping in between modes to pass through certain obstacles. Reminded me of the shadow dash from Hollow Knight!
The art was also excellent! Very bright and colorful, which matched the friendly witch vibe very nicely! Same with the music!
A couple of notes of feedback for possible improvement: The wall jump should go a little further. I found it a little tricky to jump between walls since, unless you managed to press the direction arrow at the correct time, you wouldn't reach the other side. Most of the time I just jumped up the same wall. Also, I felt like the later levels could easily have been merged with the earlier levels, given how short they were.
Overall, loved the game! I would love to play this to completion if it ever releases some day.
Finished with a time of 3:42. For someone not great at fast platformers, I'm proud of that.
A couple of things I noticed: The music, while excellent and hype, could be a little ear grating. Perhaps consider adding in sound controls so that people can turn off the music if they want. Also, in the areas where the protagonist mentioned "Anti-Alchemy Coating", I found I was still able to make pillars. Might be an oversight there.
The game overall is very fun and very fluid, with a high skill ceiling if you can master the "pillar jumps" as I like to call them. The story as well is interesting and engaging. Always love a story about a corrupt alchemical organization running the world. The pixel art is incredible as well! Very charming yet conveys the action of the setting phenomenally.
Excited to see more of this in the future!
As someone who also experiences anxiety and panic attacks, I definitely vibed with this game. One note I would add is that it might be good to add an option to make the sound effects less high pitched. As someone who suffers from sensory overload, the high pitched ringing from when the flowers bloomed made it a little harder to relax.
I appreciate the effort put into the beautiful visuals and designs of this game. It really has a calming and soothing nature to it. Not something I could see myself playing long term, but definitely a game I might keep in my back pocket for when I just need to de-stress.
So I got the laser beam. Killed 2771 monsters. Was told to go outside.
Honestly, this is a very fun game. The style is great, the mechanics are easy to understand and give the player the best kind of overpowered feeling as you gain stronger and stronger buffs. A ton of fun.
What really holds this back for me is that, at a certain point, you really have to TRY in order to die. The game doesn't have a lot of content besides killing the same monsters over and over, and at a certain point, that can get boring.
On a purely technical evaluation, this game is a marvel. A game made without an engine for a game jam is something I never expected to see.
Overall, I thought the game was very fun, and would love to see more added content in the future.
This game struck a cord with me in a way many others don't
I'm not the most socially confident person. I've been in situations where I've looked at people I liked like this. It really is a balancing act of romance and awkwardness. Honestly, I hope to someday find the person who I can look at this game with and say "That's us."
From the calming music to the vaporwave-esque atmosphere, to the simply gameplay whose story transcends words, this was an incredible experience from start to finish.
I think a cool addition to the game might be that looking at certain areas awards more alchemy than others. For example, you can look at the hand pretty safely, since the actual hitbox for looking is small and it doesn't take that much to move away in time. But say, the head, might be worth more points, since it is larger.
Overall, one of my favorite entries so far.
First off, the bugs I noticed:
My Overall thoughts:
I think this game has a lot of potential. The atmosphere from the opening dialogue and the music both lend themselves well to a stealth style game. The lightning was excellent, and really gave the place a creepy atmosphere. I enjoyed all the assets, which were clearly custom made. And the voice lines were very fun. I also enjoyed the references to Alchemic History.
On a gameplay side, I think there is definitely some room to improve. The character can't run, so once the guards see you, it's pretty much an automatic reset. On the topic of the guards, I think they have slightly buggy vision boxes. You can't stand behind them too closely, or else it will trigger as you being caught. I feel this takes away from an aspect of strategy where you can hide behind the guards to use them as cover.
Overall, I think the game has potential, but I would need to see more from it outside of the stealth stuff to really say more. Good job!