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A jam submission

12 Hours to Witching HourView game page

A puzzle platformer made for Godot Wild Jam #50
Submitted by Frousen (@FrousenDS) — 4 hours, 12 minutes before the deadline
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12 Hours to Witching Hour's itch.io page

Results

CriteriaRankScore*Raw Score
Theme#14.5004.500
Overall#14.1164.116
Audio#24.1254.125
Accessibility#43.8753.875
Fun#44.0634.063
Controls#54.0004.000
Graphics#54.3134.313
Originality#83.9383.938

Ranked from 16 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Godot Version
3.5.1

Wildcards Used
Animism, Superstitious (kinda overall? [Was this actually a free bingo slot?]), Stay in the light/dark

Game Description
​You play as an apprentice witch, who is taking part in her first Hallows Eve ritual.

How does your game tie into the theme?
You are performing a ritual with your fellow witches, using a cauldron and bunch of ingredients.

Source(s)
N/A

Discord Username
Frousen#2114

Participation Level (GWJ Only)
First time

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Comments

Submitted(+1)

An odd little game. It definitely was a good game. It certainly feels like one of those web platformers. Good all around.

Developer

Thank you for playing! Also, "odd"? :D

Submitted(+1)

It wasn't a bad odd. There was simply something off going on while I was playing it, but that could just be me being rusty on platformers. Most games use [Up] or [Space] for jump, and your game has [Z] for it. Having configurable keybinds was a nice touch.

Developer

Hmm interesting, to me [Z] has been the jump for the longest time, and [Space} or [Up] feel clunky or unnatural. [Z] was also the default jump key in Cave Story, so it's kinda stuck with me ever since I played it. Pretty sure bunch of other games have used it as well.

Submitted(+1)

What an awesome game! the art and sounds are great, the mechanics can be a bit rough, but they work. 

I can tell you worked really hard on the game, and I respect that you made it very comfortable, with all the accessibility options you added.

However, the map was a bit too big or spacious for a lack of a better word. 

Developer(+1)

Thank you for playing!

Yeah I didn't get to polish the mechanics as much as I wanted, and ended up moving to work on other parts due to the time constraints. Next time I think I'll give the mechanics more polish first, even if it means the game will be smaller.

But yeah, on the map size; originally I had a plan for 9 ingredients even and more areas :D, but I ended up scrapping middle phase from the game pretty early on. But yeah I'm probably making a smaller level next time regardless, as I overestimated a little how much I could do in 9 days, though I also increased the amount of polish from the original plan. Next time I'll focus even more on polish and make a shorter game, as that just seems to fit much better in the Jam format.

Submitted(+1)

I loved the first part, it went very smooth, the art is great, the accesbility options menu is awesome, the cutscenes are very cool, super polished overall. My main problem was the second part, the checkpoints seems way too separated for me(I started from the right puzzle and when I was close to the cauldron I burnt the item, losing all progress), the top puzzle was fine and the left puzzle I took some time to understand but was a nice twist to the gameplay. About the controls, it seemed to me that there was no coyote-time(or very small window), although this is not a problem becuase the jumps are well distanced(you dont need to jump on the last pixel), I would apreciate input-buffer though, would improve the box jump and also jumping on clouds. Very inspiring submition, good job.

Developer(+1)

Thanks for the more thorough analysis!

So yeah as the checkpoints are in the game, they only save the location of the player and not the item the player is carrying, so I ended up putting a checkpoint near the pickup point, so the player doesn't have to walk back to the pickup point if the item burns. This was a decision I ended up making while trying to keep the core gameplay more simple. Was it the right choice? Not sure really.

About the coyote-time, there kinda is one, I made it using a ray collider that is located near the feet of the character, always behind the character, opposite side to the moving direction. It's disabled when the character is on air or isn't moving. Now the ray is somewhat close, so it doesn't add as generous window as some other games do, but it is still there :D It could have been bigger though yeah.

Submitted(+1)

It feels very in tune with Halloween, cool mechanics, love the music, BUT ALSO... the attention to detail, specially with the witches at the Cauldron. After picking the carrot cube I went to the other side that gets unlocked, explored them but couldnt solve the puzzles yet so I cant comment on any other details

Developer(+1)

Thank you for playing and the praise!

There is bit of a difficulty curve in my game, and it's bit on the longer end, and there are quite many games in the jam, so I completely understand if people don't finish the game

Submitted(+1)

I love the idea. The light and dark are definitely enemies! The sprites and the tilemap are very nice. The light and dark were occasionally TOO much of an enemy, as I couldn't see any platforms...but that might just be my brightness setting. Overall, creative idea! Nice story, nice game!

https://screenrec.com/share/is6ERMWrDo

Developer

Thank you for playing!

That's a good point, should have taken the time to implement one of those brightness adjustment options that some games have, where you need set the slider brightness in a position where one picture is barely able to be seen and other one is invisible.

Submitted(+1)

Very interesting mechanic with the candles burning the items, quite fun!

Developer

Thanks!

Submitted (1 edit) (+1)

My heart broke every time I burned an item. I appreciated the reset to the mirror though. It was a fun platformer and game concept!

Developer

Oh :S But thanks, nice to hear!

Submitted(+1)

Your graphics deserves 6 out of 5

Developer

Thanks!

Submitted(+1)

A ton of accessibility options, good graphics and music! Good game!

Developer

Thanks!

(+1)

This was a super fun, well put together game. I particularly like the challenge of the item you get from going all the way to the right.

Developer

Thank you for playing!

Submitted(+1)

rated very highly would be happy if this game won

Developer

Hehee thank you so much :'D

Submitted(+1)

This a really well made platformer and it incorporates the theme and wildcards really well although it  would help if the light/dark mechanic was actually explained. I really like how the box throwing mechanic was used in multiple ways - the box jumping technique was pretty finnicky but was quite satisfying to eventually master. Getting that last ingredient was super hard but the cutscene and the end was well worth it. Congrats on submitting!

Developer(+1)

Thank you for playing!

Yeah somewhere during the process I had an idea that I should mark the ingredients with some symbol to tell which one is weak to light and which to dark, but I guess I ended up forgetting that. And yeah I agree, some kind of prompt to explain the would have been nice as well.

And yeah, this was actually my first submission in a game jam overall, hopefully first of many!

Submitted(+1)

very fun game and suprisingly long!

Developer

Thank you! I was actually kinda worried that it was too long :D