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A jam submission

SorceressView game page

A young orphan must become an agile dual-wielder of arcane artifacts and kick scarecrows in the face
Submitted by Wabbaboy (@Wabbaboy) — 2 days, 21 hours before the deadline
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Sorceress's itch.io page

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Comments

(+1)

I'm so happy to see this game again!  I forgot how fun the bubbles were!  I thought the tutorial level was well-designed and I can't wait to  see the rest of the game.  I only noticed a single buggy textbox once, other than that no complaints.

Here's a video of my playthrough, I hope it helps!

(the buggy textbox is at 14:20)

Developer(+1)

Thanks a lot for the video! It helps a lot. I feel like the tutorial level gave you less freedom of the imsim variety than you were expecting perhaps, but it's something that will receive polish once other important areas of the game are finished. On the other hand it has to be somewhat restricted to teach the player important stuff but better if it isn't rigid, right.

Sorry for the bug! No idea what causes it (yet), but at least is the only one that popped up.
But hey glad you didn't get stuck, except for the infamous first tower puzzle, which I'll change. And glad you enjoyed the thing, it seemed like a good time. 

(+1)

Honestly, don't worry about me taking a long time on the first puzzle.  I ran a lot that day so I was just out of it in general.

Submitted(+1)

Very solid mechanics, I want to see what you do with this next. 

I only have a couple complaints in regards to technical things; DX11 should be set to default if there's no reason for it to use 12, and mouse smoothing should be set to 0 by default. I also see no reason why options couldn't be accessed from the main menu, but I assume it was just a matter of time.

Chains had a couple of minor issues; when descending the one in the second tower, I jumped to it, which made it wiggle. This moved me around, so it made me hit the floor and then I fell down through the hole without being able to grab onto the chain again. Maybe you should make them not wiggle/affect your position (unless there's a swinging mechanic later?) or at least add an interaction option to re-grab onto them. Another situation was when grabbing onto the moving chain; when it went up on the rail, the player sorta slips down a little. I think it would also benefit if you added a toggle so that W always climbs up and S always climbs down.

Other than that I think the bow is missing a visual when you light an arrow on fire, which had me questioning why you "can't" (you can) light them on fire unless the bow itself is burning.

Looking forward to future builds!

Developer

Thanks for playing! Yeah I'm addressing most issues you had, the one that weirds me out is the smoothing one because by now I've gotten the comment twice and really most times people are even surprised to see a smoothing setting since it's so subtle they don't notice it. I wonder if it's a problem that has to do with mouse DPI values or screen resolutions I usually don't use... idk, weird thing

Submitted

Framerate also tends to make it more noticeable I think.

Submitted(+1)

Plays well, looks good, and it's rather polished. I had no troubles with level design and mechanics.

I'm not sure about throwing on the same button as attacking, but it does work better for polearms. I had a bug where I dual wielded torches, broke one, and couldn't pick up another until I dropped the second one.

Developer

Thanks for playing! Glad to hear you had a good time.

Yea I'm planning a rework on how to handle the whole weapons-that-you-pick-up thing so you can make strong attacks by holding the input and throwing them by holding attack + pressing swap maybe? On paper that has terrible gamefeel but maybe it's worth it.

And thanks for the bug report, pretty happy that's like the only one you found that was worth mentioning

Submitted(+1)

Hold plus drop could work for optimal input placement, but it's probably not the best option. You could do some funny feints with it though.

Submitted(+1)

best demo ive played so far. I don't know why though but it seems to be an ongoing thing to make the start of the game hard to figure out. If you frustrate the players too much at the beginning they might not play the rest of the game.

Developer

Thanks for playing! I have to admit that tutorialised button prompts are a last minute addition and ideally I wouldn't put them at all, but I think as developers we stand little to gain from a confused player, specially at the start indeed.

Other than that, I only hope the level flows well and things are introduced at a decent pace.

Submitted

-Mouse smoothing is terrible. If you have to have it in the game, at least make it disabled by default.

-Add the option to disable post-processing.

-Make RMB go back in menus.

-Torch particles are in local space instead of world space.

-Add free look when climbing chains and make A and D rotate you around them, because you can barely see where you're jumping like this.

-Dialogue text box doesn't scroll to fit the last line entirely.

-I could see someone getting stuck on the puzzle where you have to use the water gun to lift a barrel under a lever. You should make it clear earlier that they're physics-based. For example, you could have a lever that you need to pull down that's blocked by a moveable object below it.

-Why do weapons disintegrate after killing two enemies?

-Enemies with bows backstep off edges to their death.

Developer

- No one has complained very strongly about this but aight, I didn't put much effort in the implementation

- PP becomes disabled if you lower the setting enough in the graphics menu, not sure if you mean to disable something specific though, it has a lot of things

- aight

- yea

- Not a bad idea actually

- Are you playing on low resolution? I've seen a few people play and they don't have this issues but then I tried it on a Steam Deck and it does cut off, gotta fix it either way

- I thought this would be a problem though but so far no one has got stuck there, I think they solve it by just shooting bubbles to see what happens though, which is fine by me in this instance

- I want combat encounters to be about improvising, part of this is using crappy weapons that are disposable, on top of this there will be hazards in the environment and you'll have certain magic elemental weapons like the bubble gun that are permanent additions to your arsenal

- Fine by me, AI isn't quite level-ready yet but it's not the end of the world if the occasional enemy commits seppuku