Nice asset pack! I love the victorian theme/witch doctor you've gone with here. For the floor/ground tiles, I'd be curious to see how your set would work differently if the tiles focused on having the lighter colors (blue/lavender) be oriented on the top vs oriented on the bottom of the shapes to better represent the grass and give a bit more contrast to the transition between the background and the rocks that the characters stand on. Thanks for making and sharing your art!
tbleazy
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Such great expressions! I love the silhouette you went with for the character, too. The only thing that stands out for me negatively here is that it looks like the light is coming from the left of her face (shadows falling on the right side of her face), but on the dress it looks like it's coming from the right as the shadows there are falling on the left side of the dress. I'd be curious to see how your art would change if the light was coming from just one direction for both of these to better unify the two parts. Thanks for making and sharing your art!
I love the silhouette you chose for the sword, but I find that the outlines you've gone with here really flatten out the image and rob it of the depth it really could have if the outline was left just to the outside of the artwork or maybe changed tones when marking internal regions of the sprite.
Thanks for making and sharing your art!
Love your portraits here! The frog in a suit and the portrait with the backlight on the hair/garment especially look incredible!
The male/human portrait with the vest stands out for me in a negative way—the lighting on the vest itself feels strange to me as it gives it a bit of texture that doesn't quite read as being crumpled fabric and it conflicts with the shadow texture on the crumpled fabric of the shirt arms.
Thanks for making and sharing your art!
Thanks for the kind words and for giving wizard ball a go!
Those mid-air catches are very much intentional and needed for the best score, as every ding to you ball takes away precious points for it! I originally had a more complicated mechanic where you’d get paid for each ball and could redeem the money for upgrades, but it was way too much scope and ended up getting cut
I’ve played the game over a hundred times at this point and I’m still yet to have a perfect play through, so I need to work on my catches here, too!
Ball spiking was my preferred method of quickly advancing to the next level while testing the different transitions between levels XD
I’ll look into handling the screen boundaries differently; I feel like those are going to be tricky to handle here, but maybe I can safely pause the game somehow? Ideally going out of bounds with the mouse shouldn’t fail a round!
Thanks for playing and for the feedback here; I ❤️ Alchemy Jam!
Fun puzzle game! I really enjoyed your graphics and audio here—I mean your game has living, crawling bread in it!
A few thoughts here:
- I'd be curious to see how your game would play differently if you didn't have the living bread or if there was a little more predictability or pattern to how they navigate each stage. I sometimes found myself getting trapped and needing to restart due to their seemingly unpredictable movement. When this happened late in a stage it was frustrating, and especially in your later stages where the hallways get narrow and there are lots of creepy crawly baguettes on the scene.
- Many of the stages had great puzzles, but it didn't feel like they were always in ascending order of difficulty. Some of the third chapter stages looked more menacing than earlier stages, but felt simpler and easier than some of the earlier ones.
I'd be curious if your engine could be updated to support gamepads? I tend to play with one here when it's supported, though I'm not sure if that's a common thing. Thanks for making and sharing your game—I had a lot of playing this one end-to-end!
Awesome visuals and really cool puzzle concept! It took me a few rounds to grok how the ordering of the ingredients worked, but after that it was smooth sailing. I did noticed that the collisions were fairly tight—I kept wishing for a smaller hitbox and a little more speed when trying to make the turns to grab my ingredients. Thanks for making and sharing your game!
A really cool concept, and I really want to see the internals for how you pieced this together (especially knowing that it's actually a 3D game!). I'd be curious how the game would play if the paddles were a little faster on the upswing and if there was a tilt. I definitely found myself wishing for a tilt on a few occasions. Thanks for making and sharing your game!
I like your concept in this one! I'd be curious to see how it'd play differently if there was a little more ramping up on the number of hazards coming my way—some rounds I was able to survive for a really long time, and other times I got smacked right at the start of the round by a rush of 'em. Thanks for making and sharing your game!
Cool idea making a puzzle game using the theme asset! I liked the graphics, but it took me a little while to realize which lily pads were safe vs when they weren't. A little more visual contrast or help with identifying the different kinds of pads would help me plan my route better. Thanks for making and sharing your game!
Ah, a fun and simple game! I like the subtle details here, like the arrow used to represent the wizard's beard! It'd be great to see more ways to mix up the game play or maybe even different types of worras, if you decide you'd want to extend your game in the future. Thanks for making and sharing your game!
I was going back through entries and I realized I'd forgotten to share my notes here on yours after rating it so I had another quick play this morning before everything wraps up.
First of all, I really liked the music and visuals, but I think adding some really simply sound effects and/or visual feedback when the player or enemy is hurt would really help—I died a few times not even realizing I was about to bite it as I was so focused on the gameplay. Player movement and pacing could be tweaked here to be a slight bit faster for my taste, but I think it works. I found the obstacles falling from the top really difficult to dodge due to player's movement speed, so I ended. up spending most of my time in the bottom half of the levels. Overall, I had fun playing—thanks for making and sharing your game!
It certainly feels like `var score = random()` but I promise it's not XD
It's checking pixel-by-pixel to see if you've got a perfect match with the source image—it's reasonably difficult to pull off until you've gotten some more practice in as you've seen, but it was the best I could do in time for the jam I made it for.
Thanks for playing my game and giving it a try!
Incredible art direction and music. My two critiques are 1) the difficulty feels like it ramps up too quickly, and 2) I'd have loved a little more visual contrast between the platforming areas and the background. This was less of an issue in the second level (I couldn't seem to get past the part with the sinking platforms on that level) and a minor one at best. Thanks for making and sharing your game!
I think you've got a great start here. I'm glad others mentioned below that you can run, as otherwise I'd be stuck still, too. The platforming/levels could use a little more tweaking. There was one jump where I needed to run and it took several attempts to actually land where I was wishing for a bit of good ol' coyote time or a shorter distance. Thanks for making and sharing your game!
Epic adventure y'all have made. I loved the visual style here, and this is one where I felt the tutorial really helped me out here. That said, I must have missed something in the dialogue about how to finish the second level? After I charmed or defeated everyone, I remained there and couldn't figure out my next step. Thanks for making and sharing your game! Second favorite of the jam so far!
Incredible concept with incredible execution. I'm so glad I got to play and experience this! If I'd change anything, it'd be to soften the difficulty ramp somehow (or maybe give the player some kind of feedback on when to queue an input?), but, honestly, the struggle kept me coming back. Thanks for making and sharing your game—this is my favorite one of the jam so far!
Fun adventure game concept! I wasn't able to progress beyond Egypt in my play through, but I had fun trying to raise the funds to do so. I noticed I kept running into the dead ends pretty easily as the playable areas run right up to the border. Some more contrast (or maybe not having the tiles run up to the border?) would help make it easier to navigate. Thanks for making and sharing your game!
Really love y'all's pixel art here! That bear animation! As for gameplay, I noticed that once you go diagonal, you can't stop going diagonally until you left go of all the keys. I think more levels and variety here would also make for a more complete experience. Thanks for making and sharing your game!