Yeah I think that would work the best, really similar to wordle where you type in each letter and then hit submit. Since its simple to just add the ingredients back in I think it would be best to just have a reset button (I guess that would be like dumping the potion?)
Witchitaw
Creator of
Recent community posts
This was really good, I also made an incremental game and I personally struggled with how long it should be. You seem to have it down pretty perfect but I wouldn't mind playing this game a bit longer (maybe the fan takes you to different locations and you have to cool down different places?). Overall really well done and straightforward. I liked the additional questions and could easily see this being expanded or developed further
This is cool, and I'm definitely a fan of this type of game. Games that stress you out a little are always a good time. Overall this is a good submission with great visuals and audio design. Spinning the dial to enter a sequence is an interesting take on the theme as well. Definitely stands out to me. For feedback I think the time per sequence is a little short and that felt a bit jarring to start the game. I would recommend starting with a higher amount of time and maybe slightly reducing it as you play, or making it so that you have a set amount of time and you need to process as many sequences as possible in that time. For example in a game like Papers Please, every day is a certain length and you're encouraged/rewarded to move as fast as possible. I think another quality of life change would be making the dial snap back immediately after you input a number.
I enjoyed this. i think its a fun game that could be improved a lot if you wanted to continue developing it. Overall I agree with other feedback that combat felt a little clunky. I think the feedback I would give is this.
- Enemies are a little fast
- Controls are a little floaty/clunky which makes fighting the enemies harder.
- Navigating the dungeon while spinning the obstacles, while fighting enemies while spinning the sword was a bit disorienting. I would say you should make the dungeon a bit bigger in order to make moving around and fighting the enemies a bit easier and then maybe have large rooms designated for enemies. (Kind of like how in games like Binding of Isaac the enemies are inside of rooms and then when you clear the room you're free to walk around)
- I would also say the sword should have a separate button for spinning it, that way you can swing the sword without the level rotating.
- You might want to separate the games mechanics between combat and puzzle solving/rotating the level. Some sections and rooms are about combat, other sections are about navigating the spinning platform, getting the keys etc.
Really fun spin on the wordle gameplay. I love potion mixing games and I think this came out really nice. I loved the hints given around the cauldron, made it feel like a puzzle game as well. My only feedback would be it would be cool if you just click the ingredients one by one and then press a "mix" button. This might hurt the theming a little bit but I think this would help the game flow a little bit more.
If you like potion games you should check out Potionomics. One of my favorite potion games :]
I think I spent the most time playing this game. I've noticed some really solid games as part of this jam and a lot of them that seem like they could easily be a fully fledged project. I really can't understate how fun I think this game is. The balatro style of the game works perfectly and the upgrade system with stickers I can see it going really really far in terms of buying stickers and upgrading the wheel. I saw a comment about not being able to implement different types of stickers and I'm just thinking about how addicting and fun this game could be if you had stickers with different effects and upgrades to the wheel. I literally opened the review page in a new tab so I could keep playing. Also visuals are so well done. The only feedback I would give would be
- I think it would have been nice to have a "SPIN" button that maybe you click on and charge up to start a spin, I think having to spin the mouse feels a little clunky, but I think this would be improved as you increase your spin speed.
- If the player could purchase items while the spin is happening, that would improve the flow for me a bit. You spin, then purchase items/upgrades and set up the stickers on your next spin.
- The game starts a little slow, I think making there be a few more starting stickers would really help the game get going faster and help the player get into it sooner.
- The part where your money is calculated after a spin could be a little faster but thats minor in the overall quality.
This is immensely impressive to me, art and audio were really well done. Games mechanics were a little bit confusing at first and I even thought to myself "arent these enemies a bit too hard" but once I understood how things worked I thought the mechanics were really well done. The idea of putting different things on your wheel as sort of like a deck and then being able to upgrade them is a really cool idea. I could easily see this being a big rougelike where you choose outcomes to go into your deck, buy upgrades and items to control your spins. Something like the vibe of CloverPit. Great job!
This is definitely one of my favorites so far. Just the way the music was implemented and the overall vibe of the game were very well done. Have never wanted to be a seedling more than playing this game. If I was going to give any feedback I would say directional control felt a little bit limited, even while falling or in one of the jetstreams I was kind of struggling to get the seedling to go where I wanted to go without using wind.
Definitely really solid game visuals are great gameplay is interesting and I found myself wanting to see more of the upgrades and enemies that the game had to offer. Somethings I wish the game had would be health bars for enemies, maybe cooldowns for specific abilities/upgrades and descriptions of exactly what an item or upgrade does. I think most upgrades you could tell what they do by name but having the specifics would be nice. I also think some enemies seemed to have really high health. Other than that I thought the game was very fun and could easily be very addictive
I think this game had a ton of potential and I also made an incremental game as my submission. I think you set the tone really well with your opening and I love the idea of trying to stop fun in its tracks. The comedic vibe was really well done and I liked the news reports about candy shops selling broccolis and dentists reporting no cavities.
