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Yeah it was still fun, would be interested to see more fully developed game with the idea for sure!
This is a very fun idea especially if taken further and made faster/with even more enemy variety, some criticisms:
- The background music beat was really repetitive and annoying to me unfortunately, the music effects from the enemies appearing were fine
- It felt unfair to get hit by the shapes appearing from outside the screen, as there is no warning. Should either have a warning something is coming from there, or they shouldn't be able to hit you before they properly activate
- When I played, my characters position somehow ended up off-sync from my mouse which felt really bad, not sure what caused it (like if my mouse was on top of the game window in itch, inside the game the character was not in that exact position)
With some more dice varity, maybe passive effects you can gain and more enemy/obstacle variety this could become very cool! Currently there isn't really any challenge with the default enemies, you don't ever get hit.
Another thing I found quite frustrating is how you can't enter the next level without hitting the door with an exact number of movement, leading to a lot of time wasted just running around trying to get it right. Maybe the game could ask the player if they want to leave the level when they walk over the door instead?
But definitely has a lot of potential, great job :)
So tidy and neat! Immediately fun to play and very easy to get hang of it. Took a moment for me to however figure out what exactly the enemy dice icons meant, and I was also not expecting to lose immediately if there were unclaimed dice left in the area, should maybe tell that to the player in the intro sequence.
Presentation is top notch, especially enjoyed the alchemists sounds haha! Quite complex but the instructions were good to solve that. The gameplay on the other hand just didn't feel fun quite yet to me, too many times it felt like the cards I have don't do anything I want them to do so I just end up doing mostly random stuff. And even with the reduction cards it felt the progress I made was much too slow to keep me interested. Maybe with enough tweaking and balancing it could become quite interesting though, just need to keep the randomness at an acceptable level.
Very nice visuals (love details like the frogs!) and crystal clear instructions, it was a breeze to understand how the game works. With some more mechanics added this could become pretty fun. Like someone else said the fights could be bit longer, and I also was surprised I couldn't enter the dark green areas, they could have had even more height difference visible to make that clear.
Thanks! Good points, didn't really have time to add much instructions and the game doesn't really even tell what is the main objective of the player, need to add that definitely.
Thank you, I'm quite proud of myself too for getting all these systems done so quick, although it seems it was just a bit too big piece of a cake this time around! Should become pretty nice after an update
There seems to be some interesting things going on in the game, but I think it's set back a lot by very difficult/confusing user experience. The game would benefit from more clear feedback to your actions and more information, for example when you collect random things on the map I don't really have any idea how many I need, how many I have, what will they do etc. Also for example clicking the end turn didn't immediately seem to progress the game, had to do some more clicking to get the team building phase going again.
Presentation and idea are super cool! Some issues we ran into:
- The player character kept being pushed outside the play area somehow, leading to stuck game
- Would be nice to have some feedback for hitting the boss
- It seems like the left and right bottom corners are bit too safe, easy to always move there to dodge out of the way
All the die shapes were so creative and we especially enjoyed the cat! Also your main character looks a bit like ours :D
Interesting idea and cool visuals, but very hard to grasp what is going on at first with the "draft" at the start! Maybe some hint messages would help there
Fun idea, but the basic controls could use a bit of fine tuning. They felt really slidy, although I guess that's thematic for pickles of all things!
Thanks for the comment! I also got some other feedback about the difficulty/gameplay in general and will probably make some adjustments after the holidays. I'm also very happy myself how the cover art turned out haha
Very fun and chaotic one! Feels a little unfair at times though, when the balls get behind you or roll on the floor there's just nothing you can do but take a bunch of damage which feels bad. It's also a bit confusing it's best of 5 but 2 wins in row ends it immediately, it would work better with just normal best of 5 or even best of 3 for a match in my opinions. I think if the swinging was a bit more horizontal motion it would feel nicer too.
I think sometimes the balls went so fast they clipped through the play area as well. And to be honest, the music of the flying boss was kind of irritating, the others were nice!
I also couldn't go back to the menu if full screened, probably needs a button other than esc for it to work.
Hey hey, played this and it's awesome! A strong core mechanic with excellent (and cute) execution. One bug encountered was that the underwater flower's and one others petals started flying all around the screen back and forth haha. One suggestion I'd liked is that you could also cut the wine by pressing jump. This would make sense as usually this also lifts you up, giving it similar meaning to using jump button. Of course this should only work when in air when you can't jump either way.
There was also at least one case where you couldn't go back to the previous level (since the next one was below), so accidentally went to the level before getting the flower. But overall, great job.
Wow, this is super impressive for the jam development time! I'm sure you had a very happy giftee.
Here's some feedback if you will continue improving this:
1. I couldn't figure out how the mining drill works/there was a bug? I placed one on top of 4 minerals (2 different types) and added fuel (coal), but nothing happened and I didn't see any other button prompts to start it up
2. It took me a good while to realise you had to click the text to change what something is producing. This needs some visual clue to make the player know that's what they need to do (even before hovering over).
3. I feel like I would never want to waste resources building the arcade cabinet, since the chess board already created happiness at a great rate. The farming also seems really slow to build up to be worth it at a glance.
4. I ended up quitting midway since the progress felt a bit too slow after a while. It's great that you have the speed increase option, but since you often have to interrupt it to take care of the needs of the dogs it doesn't entirely do it for me. Perhaps the dogs could automatically do some of the tasks that require no decisions (harvesting nearby resources, collecting ready made ones, entertaining themselves) without player input. I think it would make the game a bit more lively and faster simultaneously.
Still, very cute and fun concept. Hope you polish it a bit further :)
Really nice artwork and overall execution! I think the noise of the applause feels more terrifying than intended haha. Also, you could have used the menu music during the cooking as well, the shorter tune was quite repetitive.Other than that, very nice for what it is set out to be.
How do you render multiple objects in the new version? The older video showed doing parenting to the empty box and setting that as the rendering target, but following those instructions it doesn't let me render in the new version; it only works if the target chosen is an actual armature. And as such I have no idea how to render an arm holding a gun with the new version for example.
A bit over a year ago, I had a class in my game design school about Construct 3. I had always thought myself as just a visuals focused person going into the school. But with this engine I realised I could create my own actual game without knowing coding, and the ball got rolling. And now I both have a ready game in my name, and know what I really love is game design itself and coming up with a project as a whole.
Battle Wizards is a local multiplayer platform/party fighter, for up to 4 wizards at a time. The players take the role of quirky little wizards competing with each other as they learn various chaotic and crazy spells. Summon dragons, throw fireballs and shoot obliterating magical beams at your friends. Last wizard standing wins!
The main focus of the game are the spells. There are 24 spells with their completely unique gameplay; these are not just recolored projectiles. Spells spawn randomly around the level, and up to 4 can be held at the same time. Rush to the spells before your opponents and unleash their devastating powers, but aim carefully! Each spell comes with only a single use.
Along the spells, I focused on trying to create a small amount of very different levels with their own game mechanics. Shrine of the winds has a windy breeze making everything float, Magic forest has portals teleporting players and projectiles alike and hot gushes of the Lava cavern are sure to roast the uncareful. You can customise the spell selection yourself to create interesting combinations of maps and spells, keeping the game fresh for a long time! There is even a challenge with a special reward awaiting those that unlock all the spells...
Hope to see you dust off your wizard robes and join the fun!
Some feedback from a short play session with the demo:
- I think the combat core system seems promising, but needs a lot of tweaking to get right. Things like the mana regen rate and rolling responsiveness especially felt a bit off to me.
- It very often looked like I'd hit an enemy with the whip, only to not do so. Perhaps because the enemies can move on the Y axis, but the player cannot? Maybe you should allow it to player too, could open up more gameplay possibilities of dodging attacks.
- The indicator of transforming should only have one of the shapes filling up. As both the surrounding circle and the head were filling up, at first time I was confused and thought they were showing different information. I'd have just the circle, and then when it's ready completely light the head too, and make it glow more visibly.
- I couldn't change any of the settings with keyboard, had to use controller to do it for some reason. Also, the color of text changing to show which option is selected is not clear enough, I'd amp this up a lot with some sort of effect or moving indicator.
Good luck with rest of the development!