Thank you for the feedback :) All points I want to fix when it opens back up. I like the loop, I think there's more to the teaching the player, extending the gameplay (like upgrades and new weapons) and adding more mob types. I wanted to add Moths but ran out of time.
kyuuart
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Interesting interpretation of the theme.
I like the potion spinning, I think you could have introduced potential loss of liquids or more failure around the potion mixing (the spin). It's lacking in risk vs reward, you had the player all of the components at the start and it feels like there's little investigation from the player.
As mentioned by others, the framing and scrollbars is a bit of a turn off and it clearly confuses players. I thought there was something technically wrong initially. You have to remember that players will have expectations and an innate understanding of interacting with your game/application. In the smaller window (without full screen), the items break out of the frame causing a horizontal scrollbar. More snapping for the physics based items, example: snapping to the gas cooker and snapping the cup to the character's hand.
Really nice aesthetics. There's some inconsistencies with the colour of the environment + characters vs the items.
Technical challenges aside, great job and interpretation.
Nice direction, somewhat clunky interaction to perform your moves. The upgrades didn't feel effective nor did I know what the base damage / healing was. Presenting this information would be helpful :)
The red attack looked like an escape or run away so I avoided it til round 3 not realising it did a lot of damage.
