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A jam submission

The Witch's LullabyView game page

Point and click your way through an enchanted forest in a classical hand-painted adventure.
Submitted by Honza Vávra (@hnzvavra), PacoDiago (@PacoDiago) — 23 minutes, 1 second before the deadline
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The Witch's Lullaby's itch.io page

Results

CriteriaRankScore*Raw Score
Overall#13.9703.970
Lasting Impression#14.0504.050
Characterization#14.1004.100
Emotional Engagement#23.6503.650
Mental Engagement#23.8003.800
Atmosphere#34.2504.250

Ranked from 20 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

(+2)

This was awesome! The sheer number of scenes and their level of detail is incredible. I really likes how the whole situation changed once the lights went out.

Submitted(+1)

Just finished this now.

One word. Fantastic.

I really liked this. The art, setting, writing, puzzles - all of it.

I would address the art differently, vs going high res. You can do that, but also you can stay 320x240 or whatever if you just don’t anti alias. That’s what makes it look blurry.

Astounding amount of art and rooms for the game. I don’t agree with any of the empty room comments. i liked wandering around and exploring and there was just enough space to explore and feel like it was a world and a real place to explore. I would not edit it down.

Very very mice job. Felt like a real game and was a huge amount of content for two weeks. I think if you polished it up a little more (art etc),. added a few more rooms of puzzles to lengthen it, and added voice you could sell it on Steam. Make it twice and long and go.

Developer

Thank you very much, good sir! You have no idea how much this comment just made my day :)! I agree with the anti-aliasing, the brush I use is too fuzzy for this scale. I think I'll stick with remaking it into 640x480 though... I was making it low-res mainly to be able to draw fast, if I can spend more time on it, I think a higher resolution suits me better.

I'm *really* happy someone finally appreciates the empty rooms! :D I got the sense of exploration you describe from the old games I was referencing before (KQ, QfG, Kyrandia...), so that's what I was trying to emulate - really glad it worked as intended at least for somebody!

As to expanding the game and trying to put it up on Steam - you're onto me! :) I'm not 100% committed to it just yet, but it looks like what you suggest (plus adding dialogue choices) is pretty much exactly the plan for the game right now. We'll see how it works out...

Thanks again for the positive feedback and encouragement!

Submitted(+1)

Liked it very much. Played in full screen at first, but then found posts here on how to play it in windowed (640x400), which was much better.

I'm not a big fan of "empty" scenes, but it wasn't too bad. At least the art was great.

One thing that got me stuck at some points was the fact that the in some scenes The cursor wasn't visible on the lowest edge of the screen, so I missed some of the transition spots. Taking a better look at the ground I realised the path went on in that direction, so that helped.

Anyway... Great entry, well done!

Developer

Thank you for the feedback, happy you liked it overall!

Submitted(+1)

Once again a wonderful game you managed to put out in this short time.
I love your graphics but to be honest, I would have wished for a higher resolution so the backgrounds wouldn't be so blurry and in exchange fewer scenes. A lot of the scenes are just there to let you get a feel for the world (and that works great) but after a while I just ran through to get to the next place of interest and was getting a little bit impatient that I had to cross so many scenes. (sorry, I do have a bit of an inpatient nature ;-) )
But the game IS gorgeous! The music is absolutely fitting and the story is engaging and well written.
I love it.

Developer(+1)

Thank you, glad you liked it overall! And yeah, you're not alone with the blurry graphics complaint... a 640*400 version is already in the works!


You're not alone with the empty rooms issue either, and I totally get it :). But come on, people, don't you sometimes miss those old point and clicks with a ton of rooms on a grid, ones where you could grab a piece of paper and draw a map? Like, check out the Kyrandia map! Or even Simon the Sorcerer! I would probably hate it if every adventure game today was like this, but I love it in small doses, so that's the vibe I was going for :). You win though - if I follow through with updating the game, I'll do my best to fill those empty rooms with more content and maybe even add some fast travel option for impatient players ;).

Thanks again for the feedback!

Submitted(+1)

What a gem. Wow. Just wow. Art, story, music, puzzle design, I have no complains at all.

On a separate note, you know I love to look for similarities between jam games... we have one very similar puzzle :P

Developer (1 edit)

Thank you Guga, glad you liked it!

The similarity didn't occur to me before, but now that you mention it... you mean the sniffing puzzle, right? So this means we now have a Ghost V -> Lullaby -> Where Wolf chain of overlapping ideas. What's the next link? :)

Submitted

I was referring to the "light a candle to get the wax", but originally my comment was meant to say "two similar puzzles" then thought "hmm, the truffle one maybe doesn't count because it's based on a slightly different mechanic" :P gotta play Ghost V soon, now I'm curious

Developer

Ahhh, right, I forgot about the candle! Ghost V is very atmospheric, I think you'll have a good time, and you'll know what I mean when you see it. Just don't play it with your daughter ;).

(+1)

Finished at last! Really catching and touching story emerged :-).

Spent more time than needed running and fishing around, but found and collected all in the end.

Hope you come up with some new one soon!!!

Developer

Thank you for playing, glad you managed in the end! :) 

(+1)

Reallly enjoyed it 😘. Hope you come up with a new soon 🙏🍀! 

Submitted(+1)

I'm amazed at the amount of gorgeous art this game has, given the two-week time frame. The story, puzzles and overall atmosphere are all incredibly charming. Excellent job!

Developer

Thank you! I just played Ghost V and thought it was hilarious how some of the themes in our games overlap :).

Submitted

Yes, I started noticing the similarities as well! :)

(+1)

that was awesome! It’s amazing what can be done in only two weeks! 

I enjoyed the story and style,  and the puzzle with the pig was something I haven’t seen before , I thought I was very clever.

One thing I noticed was even after I found the key and was on the the next part when I clicked on Tarik he was still asking if I found the key yet. 

The over all atmosphere and creepy aspects were great and I would love to play more stories in their style/world.

Developer(+1)

Thank you, happy you liked it! And I'm glad that the creepy aspects stand out :).

Also thanks for reporting the Tarik/key issue - it's already fixed in my local version, I've been waiting to catch a few more bugs before I upload the next update, but I should be doing it soon.

Submitted(+1)

A really professional-level game on many levels! The art is really, really impressive both in quality and the sheer amount of it; the sets are beautiful and they really evoke the look-and-feel of old King's Quest-style games. The character art is cute and quirky; I especially like the pig king's animations. It's a great premise for a story and well-executed. The puzzles are challenging, well-constructed, and rewarding. And there are some very, very funny turns of phrase.

So it's because this is such a very polished and well-constructed game that I want to give some feedback that's a little more exacting than I've given other entries, because you've nailed so much stuff that I want help elevate it even to the next level. (I'm not rating you more exactingly, obvs.)

The core gameplay of an adventure game is of course the click-on-things-and-use-items part. But there are two things this game has a lot of that dilute that core gameplay: Empty space and text.

Space: There are quite a lot of rooms that contain nothing--in fact probably most of the rooms. While it's incredibly impressive that you drew so many sets, it goes against general adventure game design principles. KQ1 had a lot of empty rooms because it was a brand-new medium and just walking around the map was a novel experience, but no more. It's disappointing to walk into a room and find nothing, especially repeatedly.

Text: This is the bigger issue. There is so, so much more text than there needs to be. There's a lot of describing stuff that we can see for ourselves, and a lot of repetition and explanation that we don't need. Take this line, for example:

"It's just us, and old Helga in the woods," you remember Masha saying.

Not only do we not need this line because we heard Masha's line just a few minutes previously, we also didn't need Masha's line, because we can see for ourselves that it's just the three of them. Unnecessary text like this feels patronizing, as if you don't expect us to be able to remember things or make simple inferences. You could remove about 2/3 of the text from this game without losing any information. 

Between those two things, actual gameplay felt like a small portion of the play time. Reducing them would make the game feel tighter and livelier. (Branching the text, even if purely cosmetic, would also help a lot.) Again, saying this because I want to help contribute to a game that's really, really good already, and I hope it'll be taken in that spirit.

Developer (1 edit)

Thank you for taking the time to give thorough feedback! And no worries about me taking it the wrong way, I genuinely find this stuff interesting to reflect on and discuss. In this spirit, I hope it’s okay if I also respond in more detail.

To me, the empty rooms in KQ and QfG games (or in Heroine’s Quest, another AGS game of this type) added a sense of scale, a feeling of actually travelling around a world rather than jumping between scenes. Before the jam, I had been doodling my imaginary Quest for Glory title (I have ideas for a whole combat system and everything :)), so this was a way to get it out of my system and focus on the other, slightly more modern point and clicks I’m trying to make. Ideally, there would be something of significance or interest in each room, but given the choice between 29 mostly empty rooms and, say, 10 rooms with each having some significant content, it was a conscious choice to go for the former and I’m happy with the sense of place it creates. That said, it *is* nerve wracking to see people who aren’t wearing my particular set of nostalgia goggles hover their cursor around each room and find nothing... if I decide to make a bigger update to the game, at least some hotspots to examine in each room would be one of the first things to be added.

As for the text, it’s... complicated. I’m sure it could be made leaner with smarter and more focused writing, and some of it could be relegated to interactive elements rather than forced on the player. But I also think the narration often serves a purpose that may not be obvious from a casual playthrough and cutting it would have some downsides and potentially damage the flow of the story. This was my first attempt at a game that has straight-out text narration (I had only used dialogue/the character’s direct comments before), hopefully more feedback and playing around with the text will help me improve - if it turns out I can achieve the same effect with less writing, I’m happy to do it :)!

Some of it will probably also boil down to personal preference.  As a player, I don’t mind occasionally reading what I already know or see, because it reassures me that my character knows what I know and that me and the game are on the same page so to speak. I may be in the minority in this regard.

We could take this up on Discord if you want, the feedback section is pretty quiet now anyway :). Thanks again for the thoughtful comment!

Submitted(+1)

This is insanely good! Especially considering the time frame of two weeks. This feels like a game that was made with much more time than just two weeks and it feels very *complete*. The only thing I'm wanting for in this is a windowed mode, haha. Because everything else is absolutely fantastic! 

Developer

Thank you very much! A limited windowed mode can be accessed by running winsetup.exe... AGS is really oldschool in this regard :).

Submitted

Doing it that way bugs out my screen/the game to where I can't move the mouse within the game. I tried it with a few different setting combinations and every time it was the same result.

Is there a specific set up within those options that you'd recommend so that it plays in a windowed mode that doesn't mess with the resolution/size of the rest of my computer?

Developer

Aw, that's a shame! This is the setup I tried and it seems to be running fine for me:

Submitted(+1)

I simply kneel down - game's astonishing - your graphics (above all background one but characters too) is stunning, the story is really great and Paco's music works in a perfect way with everything else. 
An impressive adventure game - even not considering the two weeks time frame.

Congratulations

Developer(+1)

Thank you, Marco! I haven't played your game yet (also because I suspect I'll need at least two hours to finish :)), but I'm sure it's going to be great, just like Villa Apate last year!

Submitted(+1)

Really impressive effort here. A lot of content, not just the artwork which must have taken a heavy toll on the workload already, but also in terms of dialogue as well as the overall subtle effects and transitions. Good job!

Developer

Thank you, looking forward to playing your game!

Submitted(+1)

Such an amazing achievement, beautiful story with a touching ending, and insane amount of superb artwork (I gave up counting backgrounds after a while).  Love the "navigator head" puzzle too :-) So much love poured into this game! 

Only thing I'd suggest is adding windowed version of the game because it is a bit too low res for full screen.

Developer (2 edits) (+1)

Thank you for the kind words, happy you enjoyed the game! 

The low-res blurriness is annoying, I know ;). It's the price of making a bigger game, in previous jams I would get bogged down in details and animations and end up producing short or unfinished games, so I wanted to try a different quality/quantity ratio this time around :). You can switch to a windowed version if you run winsetup.exe - I should probably point this out in the instructions somewhere.

Submitted(+1)

I haven't finished it yet, but just wanted to say this is breathtaking. I really have no idea how you can do so much in two weeks! like 29 backgrounds or so right? How long do you spend on each one? They look so full of detail! 
Also curious if you draw them at-res, since it seems like your style would scale up beautifully to high-res. Anyway, I'll play more and give my thoughts, but I'm pretty blown away already ;)

Developer

Whoa, thanks for the kind words! I took time off work and did little else for the two weeks, plus didn't sleep much in the last several days :). I spent the first week only drawing and got to having all the basic backgrounds in outlines + very basic shading on the first Saturday evening. I know that was around 8 hours of drawing per day if I count only the time my pen is actually touching the tablet, which means about 12 - 14 hours per day including breaks. For the rest of the jam I didn't count time, but was on it pretty much constantly and spent about equal time coloring + doing characters and writing/coding. The dialogue took the most time of non-drawing stuff, if I had taken advantage of the rule that you can write dialogue in advance, I could have squeezed out more :). And yeah, I drew at-res, so doing low-res was a way to make bcgs faster rather than a stylistic choice - I would have preferred higher res, but it would take much more time.

Submitted(+1)

Loved the artwork, and the personality that went into the dialogue and creativity of the storyline. Great job.

Developer

Thank you good sir :)! Looking forward to playing Squirrelatouille.

Submitted(+1)

Incredible, to think that you made everything including the art in 2 weeks. Very well done! The story is fun too!

Developer

Thank you, happy you liked it!

Submitted (1 edit) (+1)

I did not expect to like the game this much! The artstyle reminded me of old Point and Click games I've seen videos of and the story was really interesting. I also like how the genre was satirized (not sure if that's the word), it reminded me of clips I saw from Sam and Max. The only issues I had were very small. When clicking to go to the next area, you have get the mouse in the exact position in which the transition is triggered. Otherwise, great entry especially considering this was made in only 2 weeks!

Developer

Thank you for the feedback! I wanted to get some Quest for Glory nostalgia out of my system with this game, so if it reminded you of old point and clicks, then mission accomplished :)

Submitted(+1)

This was incredible. I am really blown away by what was accomplished here in 2 weeks! Visually stunning, very sharp and effective writing, good puzzles. Plus, the story ended up having a lot of heart. Well done!

Developer(+1)

Thank you for playing, really happy that you enjoyed the experience! I've already downloaded Reunion, looking forward to it :)

Submitted(+1)

uauu

Developer(+1)

Uauu right back at ya! Played Onironautilus yesterday and it's really cool.