I truly think I need a tutorial for this game ':D I understand the dragging and combining element but I can't make out what the bottom row of UI is trying to tell me, or what my goal is.
EDIT: also, there's no quit button to close the application
Criteria | Rank | Score* | Raw Score |
UNIQUENESS | #4 | 3.857 | 3.857 |
PRESENTATION | #9 | 3.143 | 3.143 |
GAMEPLAY | #9 | 2.714 | 2.714 |
ENJOYMENT | #15 | 2.429 | 2.429 |
USE OF THEME | #17 | 1.857 | 1.857 |
Ranked from 7 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Did you work alone or with a team?
Team
Did you make your own assets? (if no then add credits)
Yes
In which way does your game fit the theme?
Don't kill the spirits by making objects they hate! Make them happy instead!
oh, i see it! sorry, didn't try hard enough to find it haha
Now that I've played it, my critique is similar to what I was thinking even before I realised the goal - the results for the item combinations don't seem to be very intuitive. Colors, faces and type of object all seem to be decided randomly when combining and because of that layer of abstraction between ingredients and result it doesn't feel fair when I create something the spirits don't like - since there's no obvious way to know what you're making until you make it.
If this is meant to be a trial-and-error experience it's successful, but even in that case the solutions would seem to be brute forcing your way through combinations until you lucked out and found the one for the item the spirits wanted.
Basically, without a clear idea of what combinations might make there's no choice involved in the experience and you're at the mercy of the draw. The idea of goal-oriented item combining however is a good one and the setting of ghosts desiring results is nice! I like the levels having different things going on in the background, it made each one feel purposefully different despite the same gameplay between them.
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