Not bad for a first jam! I liked the concept and I think if you had another day for polishing this would be very enjoyable. Nice job overall
Icydeath
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Thanks for giving it a try.
Tiny Swords (free pack) https://pixelfrog-assets.itch.io/tiny-swords
Slimes asset pack that I already had: https://www.gamedevmarket.net/asset/enemy-galore-v
The gameplay, music, graphics and vfx were all very well done. The whirlpool getting bigger and bigger gave me the urgancy to try and save as many people as possible. The transition to the storm was on point and increased that urgancy each time. I think with a few tweaks to increase the difficulty (ie: once the whirlpool gets so big it is no longer safe in the shallows) would make this game ++, on top of its already + status!
Great job team, I had a ton of fun playing it.
Fantastic job, you nailed the gameboy feel thats for sure. As others have said, a little more onboarding could go a long way, but since you were going all in on the gameboy era, you even nailed that (i remember having to flip through a lot of manuals back in the day lol).
Think others have mentioned it as well, but the game screams gamepad and I hooked mine up and was super excited.. then was super sad haha.
A job well done! This game triggered me and helped me release some stress at the same time. I think the level progression fell right in the middle imho, not to hard, not to easy. I had to learn not to keep running forward when swinging because even on the killing blow they can still damage you :). I felt the sfx and music was on point for the games concept as well.
As others have said, the atmosphere and the concept of the game is solid. I would love to see what it would be like if you had another week to work on it.
I really liked:
- The ability to customize the bindings and all the different settings available
- The How to Play in the main menu/pause menu.
- The recipe slide-out
- Sprint!
- (edit) Forgot to mention the music was on point!
Things I struggled with:
- Even with the how-to I still had a hard time knowing what to do.
- having to position the camera just right to interact with anything.
- potions just disappearing out of my hand and not knowing why.
Overall, I think you did a great job.
I added all the tip messages that get displayed to the games page: Brew of War
Thanks for the kind words! i may have spent to much time on the QoL stuff to be honest haha.
I totally agree about the cauldron menu staying up, there is no reason for it to not be up all the time. I had it on my todo list to make it a toggle but I just never got around to it.
I appreciate you taking the time to play it though! Were able to beat it? If so, on what difficulty? I spent a lot of time on the AI and I was just curious if the balance was good for the levels of difficulty. Speaking of which, the menu screen is a full blown simulator (cpu vs cpu), which is how I was testing the enemy AI. I should of added the original mode, which I call INSANE mode lol, it was brutal! The computer is way faster at resource swapping then us mere humans :-D
I'm not a huge fan of memory games (because mine sucks) but I did enjoy playing this one! I'm not going to lie though i was writing things down, otherwise I don't think I would have made it to the end haha. Much like Eva said, adding in some way to help the player track various pieces and or hints would be a great addition. Nice job and thanks for sharing!
Hi Kai, Thanks for playing the game and I appreciate your feedback!
It's kind of funny you bring up the AI graphics, the most AI images we used were mainly for the slot machine and the girl in the victory scene. The rest were from asset packs we bought from humblebundle and or GameDevMarket that have been sitting on our harddrive for years. But yeah, we are seriously lacking in the art department that's for sure...
Anyways, I'm glad you picked up on the amount of work we put into it.
I personally spent a ton of time on the menus, battle system, and the dungeon generation/crawling... I wish I would of had more time of course but it is what it is :).
Coming from a guy who is actively working on this very concept I know how much effort was put into this.
The game is really fun, I'm a sucker for deck builders and even a bigger sucker for dungeon crawlers... So… you hooked me! Love the art direction, the movement, the cards... pretty much everything lol
I'm actually still playing it and trying out different deck combos. I just had to drop a comment and tell you that I'm hooked and thank you for putting together this little masterpiece :-D
Ok really liked the direction you were taking with this game. I enjoyed the combat and art very much. I didn't love the limited flashlight as much but it did fit the scary spaceship vibe you were going for.
Controls felt a little bit wonky, but you get use to them. I also did get stuck in places a few times where it wouldn't let me get out of an area (ie the couches next to a window because I wanted to look out and see what was out there haha). Overall though it was fun and creative game, nice work.
I'm throughly impressed with the amount of polish and functionality in this game.
Tutorial: Very well thought out.
Menus: Very nicely made.
Dungeons: Enjoyable to explore, minimap/map is top notch, puzzles were a nice touch.
Battle: Love how the turn based is implemented, animations and sfx were spot on.
Balance: Pretty good for a project made in such short time.
Only wish there was the ability to save the game, getting to floor 16 takes a good chunk of time.
This was put together very well, nice job.
I love the music, I sat and listened in the main menu for like 3 minutes before even pressing start... matter of fact, I'm actually just sitting in the base listening to the music as I type this. Not going to lie, it scared me when I heard the police sirens for the first time lol. As others have mentioned, some additional hints/tips would help but also it was kind of fun just figure it out. Lastly, I wish one of the Themes played a bigger role in the gameplay or meshed better with the style of the game, def. not a deal breaker by any means though.


