Yes, I mean showing the player the best possible score on that round. Rerolls aren't dependent on an explicit seed (maybe they should be). The best possible score would be recalculated after rerolls or even maybe after an ingredient is dropped into the cauldron. That would give the player immediate feedback as to if their action was good or not. I wasn't thinking about normalizing the score depending on the BPS though. I set out to make a luck based game, so in my mind the BPS would be more like an indicator for the players not to spend too much time calculating that round and preserve their cognitive stamina for a round where they would actually be rewarded for it.
pixelberk
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Thank you for playing! That's a very interesting take. My gut instinct is that making sure the demand is always exactly matchable is not mathematically trivial. I'm positive the players would be able to fairly easily deduce which ingredients are needed to get a perfect score. With that being said, how would you feel about having a "least possible discontent" display? I think it would be especially fun to see how it changes after rerolling an ingredient. The player could also be able to better tell how well they did in any given round. Thank you for your comment. This is fun to think about :D
plaguebringer was scary looking. I was sure I was going to die but it didn't take many hits to take them down. The art is top notch. It would go a long way, in terms of playability, if the player didn't have to drag and drop the spells to the bottom and instead they could just click them to put them in the first empty slot. What would be even better is if you could click a spell, then use the numbers on your keyboard to put it down to a slot to mix it. Also, the mouse input is quite laggy, maybe because of the way the custom pointer is implemented in Unity? Overall, it's a very fun game.
I forgot about the 5 W's until the very end. The reveal was I little confusing probably because I was fiddling with the controls as it was happening. However, I do feel it wasn't properly foreshadowed either. The link to the actual collection of photos and the essays was very cool and unexpected. I'm very pleased to see a type of game that feels way outside of the usual stuff seen on jams.
I love the premise and I love what you were able to do with the assets. The character controller needs a lot more work though. It doesn't feel good to fly as it is. I would love to be able to align myself without having to hit a dedicated button for it. The strength of this game really does depend on how it feels to fly and I think it has a lot of potential.
Very cool game. I love how the character is strong enough to kill themselves if they run into a wall. One annoying thing about it is that them dying even when the door is open for the next level. I kept intuitively walking forward and dying instead of waiting. :D The game is underrated because of the lack of a web build I think.












