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(+1)

I have a strange complaint which is that the game is too... deep I guess? I enjoyed throwing the elements around but the combos and iteractions were largely lost on me because there was just so much stuff going on. I got style bonuses, the enemies got style bonuses, there were AOEs constantly spawning in around me which seemed to actually be on my side(still no idea why small elemental circles spawn) and in the end the only interaction I figured out is that wind spreads fire. I also feel like the filling circles around the character mean something and they seem like an interesting interface choice but I didn't figure out their purpose except for the ult one(same goes for extra healthbars).

So overall I'd say that the mechanics seem deep and complex in a good way but the pacing doesn't let you engage with them at all because from the srart you are surrounded by a lot of enemies that demand getting rid of, not experimentation.

Now I've wrote 2 paragraphs criticising the game but I look back at the rating and it's one of the highest ratings I've given yet just because of how much potential there is in the underlying systems.

Also the compendium is a wild thing to add in a 7 day jam and I really enjoyed reading it!

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Woah, thanks for the lengthy response. It's refreshing to get some constructive feedback. 

Initially, the plan was to make different missions that would ideally force the player to use a variety of elements suited for each mission, but given the 7 day scope (I actually had less days to work on it though), it proved to be impossible so I had a last minute decision to just make it an endless instead of a bunch of unsatisfying missions. So, it's tragic and all I managed was a mini playground of sorts to just mess around. So, there was a system for potential, I just couldn't create the environment that would satisfy that potential.  

It was definitely harder to read the AOEs spawning... Basically, some of the gobbos can throw oil! And if you throw fire, these oil spills can catch on fire (bad!). But once you use water elements, they turn into little steam piles which become friendly! But I suppose it was hard to read. 

Let's go? Someone read the compendium?! Hah, I was wondering if I was shooting myself in the foot by adding a lot of flavor that most players would just not care about. Admittedly, a lot of the ui is currently stylistic over functional beyond the ult related content. 

Anyways, thanks for playing the game!

(+1)

Ah, I see. Game jams really do force you to make tough sacrifices. The mission idea does sound interesting, but I think there's potential in the endless mode as well - if you hand-craft the waves you could make them so that each one rewards certain combos and interactions, and gradually introduce them - not saying that's what you should've done, mind you, that might've taken even more time.