The debug version just logs certain events and errors to the console. It just exists for folks who wanna' help with bugfixing.
rufia
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Suspect this project isn't really being updated at this point, but just in case, here's a selection of features I'd love to see, because this is genuinely a really useful program:
- Option for textboxes to expand to fit their contents (I respect if this needs to be overridden in certain layouts)
- Option for text properties to reflect the name of the file, just so I don't have to name a file and have a text property called name with the same value
- Header object to allow you to add headings to different sections
- Add support for custom properties to feature containers and separators. This one would be a game changer. References are good for a lot of use cases, but sometimes having the ability to view and edit that info in the file itself is just too valuable, and being able to do that with the layout tools of fully fledged files would be huge. Alternatively, an option to embed references, even if merely in read-only capacity, would go some way to fulfilling this need
I did actually put out a hotfix on the 20th which massively reduced the games memory usage, so if you downloaded the game from before then it might be worth giving it another go
Hard to give a concrete answer until I've tried it but I'm imagining custom witch commissions being somewhere in the ballpark of $200 to $300
Good catch on the Tourmaline gem being absent, I'll fix that for the next update. Also really like the idea of sacrificing the potency of one the ingredients on your shelf to increase the potency of the ingredients offered on the reward screen - definitely making a note of that.
Yeah, the Catalyst Elixir especially might be a little underpowered atm. It suffers really hard from junk ingredients.
The concept of some kind of sideboard is definitely interesting - I'll have to consider how I'd implement such a system. 🤔
Volume not persisting on reload was just a "better than nothing" measure. It was a very late addition to the the update, and given that I don't have any kind of save system in the game yet I didn't want to delay the update further implementing one.
The intention with the starting loadouts was specifically not to give the player anything *too* powerful. I still wanted players to have to trade for the good stuff, but there are probably a few more ingredients, like Blueberry, which would be perfectly acceptable and could offer more variety.
Yeah, the sticky slime might be slightly overtuned atm. It was pretty underpowered before, now it provides both good disruption and tempo. I'll also be keeping a close eye on the Idol.
Ah, if you wanna' support me, the best places to do so would be either via Ko-fi or Subscribestar
I absolutely do want to continue expanding upon this game. I've already got an update currently in the works, it's just been slow progress since I've had to balance it with working on Commissions and other such money-making endeavors
Yup, I've been in the process of working on an update for a couple months - although it's relatively slow going since I've gotta' balance working on the game with making money.
I'm considering setting up a discord where folks can report bugs, leave suggestions and all that jazz - but I'm still deciding if I want the extra responsibility that comes with all that.
Cannot understate the smile this post put on my face - it means a lot seeing someone enjoy the game enough to have spent so much time with it and give such a detailed breakdown, and it's definitely useful feedback in terms of game balance.
Big props to your high score, that's quite the polycule, hehe
hmm, interesting
I'm afraid this is one of those 'works on my machine' type problems that're tricky to track down, so thankyou very much for the detailed bug report
I'm currently working on an update that, among other things, ports the project to the latest stable Godot release which with any luck should improve stability - but I will investigate if there's anything funky going on with the bubble particle prefab.
surprised I haven't seen more games like this - rhythm games are already a somewhat hypnotic experience, so this is a perfect match. The music is great. Energetic, which is not necessarily what you'd expect for this kind of premise, but still with a kinda' hypnotic quality.
I'm afraid I must echo the criticism that having to follow the dots to the outer edges kinda' distracts from the spiral. Perhaps if they went from the outside in?
But overall some nice work!
Thankyou so much! The suggestion to exclude held potions from the swap pool is a really good one - will definitely try and implement that for the next update.
I'm currently considering my options with persistent ingredients. I like them as a kind of alternate win-condition, but I agree that they're probably too much at the moment. In the case of spirals specifically I'm probably gonna' reduce their initial size since they're intended to function as more of a status effect than a significant obstruction anyway. I've also got more ingredients planned that would hopefully give players more options for dealing with them. None the less the potential for players to get stuck in an overfill loop is still something I'd like to address so persistent ingredients shrinking or having a 50-50 chance to be consumed when a potion backfires is probably something I'll look into.
Thanks again for playing!
yeah, as it stands there are 8 rounds each with their own selection of (hopefully) progressively tougher witches, but after beating all 8 you wrap back around to round 1. Each time you wrap around, all witches will have a random number of potions in their concoction upgraded, to make them slightly tougher.
In theory you could reach a point where there's nothing left to upgrade, but I'm not sure how many rounds in you'd have to get to make that happen.
Beautiful artwork and character designs. The amount of artwork on display in here is no small feat either.
The combat was fun, if a little straightforward. I feel like the enemies could've used less health, or more feedback when taking damage and some more variety in enemy behavior would have been nice. On the other hand I really enjoyed the companion AI, they felt really dynamic and added a lot of extra flair to the combat - although I sometimes lost them in the chaos. Have such active companions definitely made me a lot more excited to mess around with their loadouts.
All in all, very impressive work given the time allotted. Kairo is cute :3
Really nice presentation. The channel system is pretty unique. It would've been nice to see a few more skills to make the combat a little more engaging, as it was I largely just focused on keeping the enemy team on the same channel as the hypnotist and spamming hypnotise - although I understand the limited skill selection was probably just a product of this being a game jam.
Nice work either way! I'll be interested to see if and how you build on the concept in future.
Super charming. I love the minimalist artstyle.
I enjoy the game's structure, each phase having a distinct pattern that increases in intensity halfway through. I also like how the ship tracks the target, letting you focus your attention on dodging - and ofcourse the excellent breast physics :3 The physics being slightly different based on the space lady's current stage of undress is a very nice detail too.
Took a few attempts on account of my browser lagging and causing my ship to stop following the cursor momentarily. Not really a fault of the game, just a byproduct of the game being browser only. Still, I managed to beat it soon enough.
All in all a very tidy little package, with polish in all the right places. Honestly I'd love to just see more of it~


