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ennWaveStudios

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A member registered Oct 16, 2020 · View creator page →

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Thank you! we're working on balancing the games a bit better to more gradually build the difficulty. A rank is great! (honestly it's a bit broken to get the highest S rank right now so it's the best you can reliably get). The rune drawing is a known issue in chrome, we're working on fixing it for the next release, though it does work fine in the downloadable version as far as we know. Thanks again for the feedback!

Thank you!

Thank you! Glad you enjoyed it, the herbs can be tough when they start getting fast

Thanks so much!

Thank you!

Thank you! yeah we ran out of time before we could record some sound effects, definitely high up on the list for our next iteration of the game though. Thanks for the feedback!

thank you!

thank you! Glad you enjoyed it

Well it depends, it's not so much a question of what fonts I like, because it's a decision that needs to be made in the context of its overall use, right? Like in the case of your game, the in-game color pallet and design motifs read kinda like a late 1800's - 1910's, old-timey  vibe. You used  warm colors, golden surfaces, and organic swirling shapes for the structure that hold the glass terrarium and UI elements.  It feels like an ornate, or refined script may have been more in line with the game's tone, than the contemporary, casual feeling font you did select in the end. Another thing to note, the color selection for the thumbnail and title treatment is also off because again it's very bold, modern feeling colors: pure white, vivid green, and an orange color; colors that aren't really featured in the game itself. So, making these kind of design decisions is more about putting two things side by side and asking, does this go with that? And in order to bridge the gap between two elements, they need to start to share design qualities, whether is color or line weight or flow and shape. I hope this is helpful.

thank you!

thank you! Yes the rune drawing can be hard, i actually had to lower it's matching radius a bit to improve performance in browser, so a final version of the game may be a bit easier.


The method for matching is far from optimal, but I didn't have the time to come up with something better. Each rune has a line2d with a set of points matching the sprite loosely. When the player clicks they generate another line2d which is just a series of points following the mouse. Once the mouse button is lifted I took the generated array and added points in a radius around it (otherwise you'd need to have pixel perfect accuracy hitting the runes points, which are not always where you'd expect them)- this value I exported so you can adjust how lenient the matching is. Once I have a 'thickened' array I check to see if the Vector2s match and add them to a separate array of matching points if the point had not already been matched. The match percent is just the size of the matching array in comparison to the rune array. The biggest source of headache came from not having the points being snapped to the grid, so there are several checks that round all the points so they don't have any decimal values. It feels like every step of this process could be done better and is likely why the game crashes or stutters in chrome, but I had to move on once I got something remotely working. I hope this description was clear enough for you and that I didn't leave anything out

Thank you !

Thank you! I'm very proud of that one (even if it does cause chrome to freak out). Glad you enjoyed it

Thank you! Glad you enjoyed it

Thank you!

shhhh (actually the second level of enchanting can also be cheesed but don't tell anyone). Thank you for playing and the kind words

Thank you! We're not sure why that one does not agree with chrome but hopefully we'll work out a fix. Glad you enjoyed it

Thank you! I am very proud of that game, though the matching algorithm is super jank I love it all the same

thank you so much!

Thank you! We're glad you enjoyed it and will definitely be working on adding some direction to make things clearer

Thanks for the feedback and kind words! It's definitely on our list of adjustments in making the game as a whole clearer

Hey there, we'd appreciate a play, thanks in advance. Here's the link: https://ennwavestudios.itch.io/floramancertrial

This was a lot of fun, one of my faves so far. I liked how overtly visible you made the cake color, even at great distance, so I never spent too much time searching for them. It kept things really fun and dynamic. Overall it gave me like Octodad vibes in that it was super silly and easy to pick up and go. It also ran amazingly smooth in the browser, so good job with that.

Lol, yes, I knew I could chop them, I just wasn't very good. I think the fact that the character could only take one hit and that spacebar was hit and up arrow key was jump really twisted up my brain for moments when I needed to jump over and chop an enemy at the same time.

The font for the age counter on the little dudes was a little thin and became obstructed by their big hair, so I couldn't really see how old they were getting. But , I liked the music, the design of the little dudes, and  their sound effect.

I really liked the visuals and wanted to play your game to the end to find out how the tree and all that applied to the theme, but the dying and restarting over and over was pretty brutal. But all the same, great job making a world with compelling  visuals.

Thought this was super chill and enjoyable. I didn't realize the bottom slider was for brightness, I thought the game was just dark at launch, haha. Only criticism would be the styling of the game's title font and submission thumbnail really don't match the in-game aesthetic.  But great job on all the other visuals.

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Hello! Our game should play fine in the browser but there are downloads available if the rune drawing mini-game lags (this happens when played in Google Chrome). Thanks for your time and consideration.


https://ennwavestudios.itch.io/floramancertrial