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Pyrewright: Tipping the Scales's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Style | #1526 | 3.634 | 3.634 |
Creativity | #2819 | 3.195 | 3.195 |
Overall | #2919 | 3.057 | 3.057 |
Enjoyment | #4647 | 2.341 | 2.341 |
Ranked from 41 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game fit the theme?
The game centres on a witch making magical scaled dragon eggs using a pair of enchanted measuring scales.
Development Time
96 hours
(Optional) Please credit all assets you've used
All art, code and music assets created by ourselves as well as story. We used Unity as a games engine.
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Comments
Very original gameplay. I am not sure I got the "get the clients' vibes" part. I think I used all the necessary items early and then could fullfil the next ones, got 1/5. Still very nice and fresh idea!
Cool assets, great execution and a very original and cool backstory! I don't know if I did it right? I selected items that I felt would be fitting and I think I got 4/5? But I really like that you made a game for yourself and your friends!
A creative interpretation of the theme, while I enjoyed pondering what could fit with each person, apparently I was horrible at it! Not sure if there aren't enough clues or if it's intentional to promote multiple playthroughs, either way seems like something that would be tough to execute in a jam. Regardless, I enjoyed the game and especially the nice art!
Fun game! I did not really understand why you would select multiple items or how it would help but I did manage to get 4/5 on my first try! Nice concept and good execution overall
Hmm, I was and still am intrigued but I am really not sure if I even understood what the game is about :D But looking at the graphics and all the text you probably didn´t sleep very much as is, so maybe it´s just a matter of content. Interesting and charming!
The art and animations were really cool and well done. I do wish there was a bit more feedback or indicators to better understand the vibes each item was giving off. But it has a very nice aesthetic and I had a fun time! I was disappointed the client wasn't happy with my eggs though, I had to sacrifice Little Chumbus for that egg why so ungrateful :(
Good transitions and cool game.
Awesome camera work and cool assets!
The vibe of the game was great! Also appreciated that you gave an option to jump right into the game
I like the visual style of this game, it's clean and nicely done. It took me a while to figure out how exactly the game worked, and even then I was a little confused on how to figure out what objects translated to what the clients wanted. Also, I'm not sure if this is true, but I think failing a client's request is going to make it harder to complete future ones, since you'd now be missing sacrifices that would've otherwise been useful. I'm not sure what you could do to fix that though. But yeah, this was a pretty hard game. Nice visual style though!
I really like the aesthetics of the game! The camera work is impressive, and it gives a great over atmosphere to the game. It can feel hard to really grasp what the client wants, but the gameplay is good overall!
Very cool and mesmerizing aesthetics. I felt like I wanted to know more about this mysterious Easter Egg witch and her clients. I liked the sound design and camera work too. I had a hard time choosing the right ingredients from the client description though, maybe I'm too thick headed to be a dragon witch. Also, maybe add the controls in the description? I'm ashamed it took me some time to figure out I could use right-click ^_^; Good job with your submission!
Cute and very stylized, I however am not a very good dragon egg maker... I pretty much left a mediocre or bad impression with everyone haha. Good work!
I really loved the artstyle and just how the game presents itself. I must say I found it a bit difficult to feel out the vibe of some of the clients. I really liked that the items were a one time use though I wish there was some indication about what the next clients might like because I quickly found that I chose some things that worked better for the next characters.