most obvious interpretation is "one thing fighting a bunch of stuff". All I did was change "fighting" to "surviving". That's all I'm saying for now.
Solo Incrementing
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I hate to say it and although I understand it is incomplete, it barely qualifies as a game, the enemies didn't die (in my experience), there's no progression, no end, no win or lose, nothing fun to do.. The only thing i can say is the reflection on the mirrors was pretty well done. This definitely has potential to become some roguelike or shoot em' up though if there was more substance.
This is a very cool concept, but the game design can definitely be improved, I was confused until I realised there's a day/night cycle, you send units in die, fight the mirrored versions at night.
The music was a good cue to what was happening but I think it could have been better indicated that there is the day/night cycle where you send units in the day and fight mirrored units at night.
Another thing is there's no feedback for hitting enemies, either a flash and SFX when you hit, or simply just a health bar that just shows up to show you're actually damaging. I got so stressed out rapidly clicking the enemies because I had no idea how much health they had and how many hits it would take to kill them.
Some bugs I encountered:
- the sun/moon are rendered on top of the mountains?.
- you can lock yourself by using all money on upgrades instead of sending units, as there is no way to passively earn money, I got stuck like this.
:D
Fun polished game really set the atmosphere well, and nice sound effects
:(
I thought the card art actually was associated with the card values but it seems it's irrelevant, I think it would be good if it were consistent, perhaps all the shadow versions of the card have the same art design and when they flip it shows the real art and values.
Pretty cool you made all this with just web technologies, you have my respect. I like the dark atmosphere and the sound effects are pretty nice.
Issues/Bugs:
- The movement feels pretty bad, perhaps it's the lack of a background to give you a reference frame. A bug I encountered is that when you get the movement speed upgrade, the extra movement speed only applies in the direction you're moving, I don't know whether this is intended or a bug but it feels pretty annoying.
- The difficulty ramps up really quickly, It went from barely spawning anything to spawning like 5 different enemies really quickly in just a minute.
- Carrying on from previous point, the game balance is pretty bad, I don't feel like im getting enough money from enemies but maybe that's just me.
Lovely aesthetic to this game, I like the art and music, it makes me feel very comfy.
Sadly couldn't make it through day 5 :(
However I have quite a few issues that once solved would make this game so much more enjoyable:
- Please make the screen resizable/scalable. Having to play on such a tiny screen sucked a lot of enjoyment out of the game for me.
- The controls are not intuitive and hard to learn. This game would do very well having mouse only controls with clicking and dragging etc but if you do allow keyboard at least have keyboard input to go left and right, havint to click the left and right buttons to switch to the correct station with my mouse, but then use keyboard for the actual brewing for me personally was not intuitive for this kind of game.
- The difficulty ramped up pretty quickly having to learn up to 2 new process each day with the customer timer being very tight as well.
A simple mechanic but very well executed, I had a lot of fun playing this but sadly my APM is too trash to beat level 11.
Issues/Suggestions:
- The sound and especially the sounds effects are really loud it would be nice to have settings to control the volume and not just mute because I do want to have music and sfx while I play just not as loud.
- Customisable controls would be nice too, I would have preferred shooting with mouse instead of using the keyboard.
I had quite a lot of fun playing this game, I love the music and art! And no bugs to report!
A few suggestions for improvement:
- I think the shop page's "current brew" panel could be improved to show the DoT multiplier for specific monsters as well as the money gain from them. At the moment I have to hover over the ingredient to look at the effect and do all the math in my head for the effects on each monster.
- Perhaps this was intentional design to make the levels more difficult but the waiting monsters don't immediately go to a seat that opens up. There were times where I had a few seats open up but the monster simply decided not to go sit for a few seconds and got angry instead :(
Overall very solid fun game!
Charming 2048 inspired game with very nice visuals, calming music and popping sound effects!
The issues I have with this game are clarity, slow responsiveness/optimisation and the theme of shadow not being apparent:
- There's not significant differentiation between the tiles. The color difference between the types of potions is good, but within the same potion type, the shape is the only differentiator and that's not easy to see at once glance
- The game is running at 30 FPS. Perhaps it's the browser version makes it impossible to do so but it would be nice if the game could run at 60 FPS because this kind of game heavily relies on the feel you have seeing sliding tiles, and if the sliding looks choppy, it just takes away from the experience.
- Carrying from previous point, I am getting the following error trying to run the exe so I can't test the fps in that version
- The theme of shadow is not apparent in the game at all and seems to just be tacked on to the story
Funny and pretty well made! I like the music, art and especially the voice over.
My critique would be that it's actually hard to see if your mouse is over the poo would be nice to have an outline show up when the mouse is hovered over it.
Overall very good game played it a bunch of times, sadly my APM is very trash for this kind of game but that's a skill issue on my part :)
Thank you for the review!
I've been thinking about where to take this game visually so thanks for the pointers!
I will need to explore my options with enemies and see if it fits the game. I didn't think of adding moving hazards so thanks for the suggestion :)
My initial idea for this jam was actually about mixing colors where touching the altars is actually what adds to your color and you're trying to achieve white by mixing your starting color in a specific order, but as I play tested it, it felt really confusing to me and honestly a chore to remember what mixes to make what, color mixing would make the puzzles more interesting but having simple core mechanics is important to keep a puzzle game fun and more about learning than a really convoluted special system that only some people would even understand at first. This is why I had to pivot halfway across the jam and ran out of time to add sounds.
Thank you for the review!
I didn't have time to add the polish and music because I wanted to prioritise good puzzles. I've definitely been thinking about how to introduce the emotions and make them visually and audibly unique.
I designed the levels to make the player believe you have to bump into the altars initially, the ability to activate them by sliding past is actually a bug turned feature I introduce intentionally with one of the levels and it's one of the key "tricks" to solving a few levels. Now that you mention it, I will look into visually and audibly differentiating between bumping into activation and sliding past activation.
My take on alchemy was pretty abstract, seeing it as transition from one state to another, that's one of the core mechanics in this game, changing from one color (emotion) to another. The shadow thing is part of the story/setting which I didn't have time to create cut scenes for. One again, my take is pretty abstract, shadows are the absence of light, but I take it to be an absence of *something*, with a certain darkness to it, so evil spirits (which I represent by being a black color) are souls with an absence of emotion, hence they are able to go into voids which would otherwise kill you.
This is an interesting proof of concept, resource management for collectables to utilise special abilities is an interesting mechanic that I would love to see developed further. The music was nice and calm and the character design is pretty cool.
A few points for improvement:
- The character controller feels rather floaty at the moment, upping the gravity and jump strength would be a good idea here to make that jump curve thinner.
- Carrying on from my previous point, the character having such a high jump results in poor level design, the walls are gigantic compared to the size of the character, and not only that, this introduces a lot of "whitespace" in the background with a huge proportion of the screen just being background which looks bad.
- There's a tiny little collider bug in the beginning where the one of the floor tiles stops you from going left unless you jump
- This is from personal experience, although the character design looks great, the pixel resolution for the character is pretty high compared to the pixel resolution of the tileset for the level. This discrepancy makes the character look out of place. Another reason this is a bad idea (from personal experience) is that the character will take way too long to animate, and harder to animate well. This is particularly a problem in this case because you have two version of the character, each with their own animations, so you're probably quadrupling the amount of time it takes to develop.
In summary, I like the core concept and would like to see it expanded upon in a lengthier demo!
I do want a deep emotional story to the game but I didn't have time to flesh out something during this jam. I do want to include it in another iteration with cut scenes and the like.
The sound obviously I did not get time to complete due to poor time management which I'll get better at over time. I'll be adding music and sfx to the next iteration of the game to keep a look out for that :)
The kanji/chinese characters represent the 5 emotions happiness, sadness, fear, disgust and fear. I was going to introduce them slowly one at a time for more emotional effect but I did not have time to make more than 8 levels as I wanted to focus on quality of levels rather than quantity for this jam.
You make a good point about the lack of visual clarity on the character, there's a reason I make the void spit out particles when you're inside it. I didn't want an outline on my character because it would take away from my theming of souls completely filled with emotions, that's why I'm exploring these other means such as particle effects to expose your position instead, as well as a very noticeable idle animation.
If you start as a specific color and move towards a gate of that color, even if you change color midway, you'll go through the gate. This is bug I noticed during development but I did not have time to fix because it's pretty complicated, instead I intentionally designed the last level in that way so the bug adds to the complexity of the level. I will fix this bug in the next iteration though.
This other bug is when you unlock all the altars and die, the exit remains open (although not visually). This is a bug I was alerted to after submission deadline and have already fixed locally, it will be published in the next iteration of the game after the judging is completed.
Thank you very much for your lengthy review, I appreciate it :)