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!
Viewing post in Wupi Whirl jam comments
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.