Thank you for playing!
When you say "unsightly", what part are you talking about?
Amazing art style and the pretty good audio design gives it a really nice atmosphere. Overall interesting setup as well.
Now some issues though: looks like you the border splitting the aim between left and right is positioned based on the default width of the window, so on full screen on a higher resolution monitor, you need to place the cursor on the far end of the left side of the window in order to aim left.
Also the birdzilla monster had so much smaller hitbox, than the collision box, that I wasn't able to reach it with the spear. Is this on purpose?
But still overall this was a pleasant experience.
Pretty nice idea for a game. Overall the writing is pretty entertaining, and graphics are pretty sleek.
Is there any way to find the passwords to know the magic rituals in game?
Also for some reason my game stopped giving movement options after getting my third key and trying to turn right on the corner? Is that where the game currently ends?
Thank you for playing!
Yeah I didn't get to polish the mechanics as much as I wanted, and ended up moving to work on other parts due to the time constraints. Next time I think I'll give the mechanics more polish first, even if it means the game will be smaller.
But yeah, on the map size; originally I had a plan for 9 ingredients even and more areas :D, but I ended up scrapping middle phase from the game pretty early on. But yeah I'm probably making a smaller level next time regardless, as I overestimated a little how much I could do in 9 days, though I also increased the amount of polish from the original plan. Next time I'll focus even more on polish and make a shorter game, as that just seems to fit much better in the Jam format.
Thanks for the more thorough analysis!
So yeah as the checkpoints are in the game, they only save the location of the player and not the item the player is carrying, so I ended up putting a checkpoint near the pickup point, so the player doesn't have to walk back to the pickup point if the item burns. This was a decision I ended up making while trying to keep the core gameplay more simple. Was it the right choice? Not sure really.
About the coyote-time, there kinda is one, I made it using a ray collider that is located near the feet of the character, always behind the character, opposite side to the moving direction. It's disabled when the character is on air or isn't moving. Now the ray is somewhat close, so it doesn't add as generous window as some other games do, but it is still there :D It could have been bigger though yeah.
Really nicely done destructible terrain, and gameplay is overall pretty fun! The music is good as well. Nice to see a leaderboard as well!
Couple slight issues: the cursor was sometimes little bit difficult to see with both its size and color, at least on my 4K monitor (not flexing, just that the cursor doesn't scale bigger). There is also an issue with bullets hitting the wall prematurely, when the playable character's gun is too close to a wall.
Thank you for playing!
Yeah somewhere during the process I had an idea that I should mark the ingredients with some symbol to tell which one is weak to light and which to dark, but I guess I ended up forgetting that. And yeah I agree, some kind of prompt to explain the would have been nice as well.
And yeah, this was actually my first submission in a game jam overall, hopefully first of many!
Interesting idea having no grid in a tower defence game! At first glance it seemed like it was too easy, as you can stack objects to make a quite unbeatable barricade, but the resources are also needed elsewhere quite fast, so it still makes a nice balancing act.
Nice work with the graphics as well!
Managed to beat the game on third try.