Thanks for checking it out! There was a third level in the works but unfortunately I didn't have quite enough time to realize it.
Null Builds
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I really like this style of game and the graphics looked beautiful! I did have some difficulty understanding how the cauldron worked though. I think I added a wrong ingredient at some point and couldn't seem to reset it back but I think bugs are to be expected in a jam so no big deal. I could really see this doing well as a multiplayer game with someone mixing potions while someone else runs out to clean. Great work!
I was a little overwhelmed at first with the tutorials and all the ingredients but I realized it wasn't as complex as it seemed and I like how much freedom you have to experiment, especially with how cheap items are. I also really appreciate that you list both the working recipes and failed recipes. I think that's critical when there are so many different combinations. The golems actually fighting and not just being a stat comparison was really cool and I imagine that wasn't easy to do in a week. Great work!
Love the look of the map screen and menus. The tilting effect when the van turns is also a nice touch! I think the pickups could use a bit more contrast against the background (mostly the blue one) but I still had a lot of fun trying to catch the storms and realizing the error of my ways picking pressure for every card. Great work!
This is the first classic point and click I've seen in a jam and it's really refreshing to see! The fact that everything was actually in 3D was also pretty neat and makes the game feel like it was made for a retro PC that couldn't quite handle realtime 3D but could just handle it for effect.
The first password was definitely the hardest which might be a bit off-putting to some but I also think that's part of the charm of these games. Great work!
Thanks for playing! I planned to give each combination a unique single-use ability that would have been triggered by pouring the potion out but I didn't have time to make the level mechanics for each so I dropped it. The impact potion would have been an explosion that knocked-back enemies and broke fragile walls (the original plan was a bit over ambitious).
Thanks for the feedback! I feel you there! I planned to have SFX, particle effects, and animation like squash and stretch for the ball when jumping but I spent way too long on the game's background systems and ran out of time. I definitely regret the jumps in the first level too. The player controller is geared for momentum-based gameplay but I designed the level like it was a traditional platformer and that makes it awkward to play.
Thanks for playing! I was just as shocked that all the shaders worked in WebGL, I was not expecting stencil buffer support (for the portal)!
There is supposed to be background music though I ran out of time to add the SFX. I'll have to look into why the background music isn't playing on Linux but I suspect the culprit is the web build. I do have a Linux machine and can look to add a native build post-jam.
Speedrunning was definitely my intention since I love games like Ghostrunner but I lost track of that with some of the level choices. If I revisit the levels post-jam, embracing momentum and removing stop-and-go sections would be a priority.
Thanks for playing! I was definitely going for a bit of difficulty encouraging players to keep their momentum but I undermined that some in the level design since, especially in the first level, I force you to stop often which resets the momentum and makes jumping harder. In hindsight, the levels should have been larger and more open with jumps falling down to lower platforms (sort of like a 3D Sonic game's level design).
Thanks for playing and agreed! That was the exact vision. These two levels were actually intended to be tutorials on what pickups did, how to dump them, combinations, etc with the next level being the full vision with branching paths but I only got it about 1/3rd done before I had to shift to the UI and submit.
The third level would have featured a branching path with a challenge for each pickup type and a challenge where they join at the end that could have been beaten by any of the three and potentially skipped if you combined certain ingredients.
The potion generation is really cool and makes me think of some of the cooking simulator games; although, I don't think many of them auto-generate titles and effects like this. Very cool to see! Like someone else said, I didn't understand how to add ingredients at first. I thought I just needed to drop them in and when that didn't work I tried right-clicking. I did realize that I needed to right-click and hold eventually but you might want to add that to your game's page in case it trips anyone else up.
Very cool concept and I could see this being played quite a bit if you wanted to develop it more with home upgrades, decorative items, etc. Great work!
This was a really refreshing take on the theme and I enjoyed the story heavy approach. Funnily, it reminds me a bit of how Metal Gear games cut to video during story. I'm also very curious how you did the video since I was under the impression Godot's video support wasn't great.
I did encounter a similar issue with the mouse not locking as the other reviewer. I entered fullscreen and it locked but then I escaped to check if there were other controls listed on the game page and the mouse didn't re-lock when I returned to fullscreen. I was able to beat it though despite not being able to turn all the way around haha. I've found with some of my older games that constantly re-locking the mouse in the FPS controller's process method helps with web exports but I'm not sure if that's the best approach.
Overall a great game and I like the ending!
Love that you went for an arcade game vs retro console! The visuals are great especially the goblin and I really like the music too. I got a little confused at first wondering where the customers were since the description mentioned handing drinks out but I eventually found the box. You might want to consider adding arrows to the edges showing where you can go but it's a really cute and fun game!
I like the wide range of ingredients and that you have to discover both what they do and who wants their effects. Reminds me a lot of a rouge-lite mixed a bit with Va-11 Hall-A which works really well! I like that memorization is a key component of the gameplay though I definitely found myself wanting an in-game note-taking feature (nothing fancy, just something like what the Steam overlay provides) since that's what I'm used to but I do get the appeal to grabbing paper and a pen like it's an older console game too. Great work!
I really appreciate that you don't reset inventory on death, that makes getting back to where I was a lot smoother and kept me playing for a long time! I did get a bit frustrated with the demons since I kept trying to get back to the water as fast as possible but the delay they caused waiting for their longer moves would cause me to tap too many times and fall in the water. That's really the only issue I had though and I thoroughly enjoyed the game!
I love the detail that the tea slowly cooks off if you leave it on the stove and the pot starts smoking if it's empty. I was having a bit of trouble with the sweetener not seeming to go into the cup (or maybe it was invisible) but I really like the concept and the cat ear shadow was hilarious, great work!
Gotcha! I'll see what I can do to make that an option in future jams, thanks for letting me know!
I experimented using a screen shader for a different jam last year but I found that lowering the project resolution is easier to setup and you don't have to worry about the shader messing with the UI so I've been doing this since to get a retro effect. One of the recent Godot snapshots added an option to scale the 3D scene independently of canvas layers with pixelation (you could before but not with pixelation) so I'll look to use that and add an option to disable the downscaling since that's easier to change in game than the entire project resolution.
Thanks for the feedback! Do you know what part of the visuals were causing the pain? Was it the brightness (I was worried that white would be an issue) or is it the pixelation itself? There isn't actually a screen shader, the game just runs at a really low resolution and I didn't think about the pixelation being a problem but if that's the case I can look into adding an option to match the display resolution in future games.
Yeah I figured that soft lock would come up. I intended to fix it by making all pickups respawn when you dumped a potion but got sidetracked trying to make a 3rd level that ultimately didn't make it into the game. In hindsight, I should have just implemented that since it probably wouldn't have taken more than a couple minutes.
I'm not sure exactly what's causing the jump issue since neither I or my testers encountered it but I'll do some digging and figure it out before I do another rigidbody platformer. I used the same jump state machine before so I'm guessing it's the floor detector code I had to write custom for the rigidbody this jam.
Thanks for playing! I agree, the controls definitely weren't quite right with this one. I'm using an actual rigidbody for the player and was having trouble finding the right physics settings to make it responsive enough for jumping without making it feel floaty. It might have been easier to use a characterbody instead and just fake the visuals to look like it was a simulated object.
That's exactly what I was going for! I actually had a 3rd level about 1/3rd done that would have introduced weighted buttons and moving platforms but ran out of time to finish it.
Agreed on the rails! I had that feedback from my testers too and meant to add orange indicators at the start and end of the rails so they stood out better.
Yeah the mouse was working on the menu Saturday but I did something Sunday that broke it and didn't notice until a while after submission, oh well!
The rift at the end is actually super easy to do. You just need to check a couple boxes in the standard material to enable stencils; though, I did have to do a couple things with custom shaders to mask the effect to the portal's shape.
I'm glad you liked it, thanks for playing!
Managed to get to 20 floors! The upgrade system took some time to get my head around since I'm not used to temporary upgrades but I like the approach and it's fun to see what new dialog gets triggered. If you were to continue this post-jam, having each floor have some animations or something to watch would be nice but this is still great as-is.
As an aside, I had someone warn me in a past jam that Ctrl+W closes the tab in most browsers so you may want to avoid using Ctrl if you also have W mapped to something.
I like that you built a potion making game where the potions actually behave like real ingredients with different interactions. It feels much more involved than what games usually do. I do agree with the other reviewer that having all the options and rules up front is a bit daunting and made me over think the first few potions but it's a very cool system nonetheless. Great work!
A point and click is a really cool idea! Unfortunately, I'm not sure if it's a chrome issue or something else but items and text seem to not be rendering. The safe has Unicode placeholders over it and I can't seem to see items but clicking random places gives them to me. Still a great atmosphere though and an impressive series of puzzles for the duration!








