well it looked like this when it was originally reported. he has clearly since changed it to "look" hand drawn to try to fool people

Actually what's happening is you are leveling up, but I never got the level display or a level up message working. Every time you level up your damage and max hp increases and the amount of xp needed to reach the next level increases by 20 percent. You get a flat damage boost of between 50% and 100% of your level (so at level 10 you are getting 5 to 10 additional damage. If you have picked up the sword this bonus is doubled.
Thanks for playing!
This was really cool!
Lack of sound effects is a shame, they would help feedback of realizing when your water is full/empty. constantly having to watch the gauge to realize when to stop was a little tedious.
LOVE the cube planet and the way it/the camera rotate. Very cool and the green coming back as you progress was a nice touch.
yeah a blur pass would have really helped with the eye strain. but also there is a toggle for it, you can press the 2 key to toggle the shader.
But you didn't miss much if you did some battles and walked around. There's a second area with a different tileset and battle background.
thanks for playing!
So the story there is that I needed a basic enemy. The equivalent of a Dragon Quest slime. And I was doing concept art sketches and thought "why not have a demon king who evokes like, the devil?" And then his minions would just be little floating devil heads. And I never got to make the actual game art for the demon king (the in game sprite was going to be for another basic enemy). But I was also thinking that enemies in JRPGs often have names that don't quite make sense at first. They'll be abbreviated in some way or be a reference to something and once you know what it is it makes perfect sense, but it's kind of obtuse. So "Old Nick" is a nickname for the devil, and "sprites" are a type of spirit in lots of European folklore. So it's intentionally obtuse, but not nonsensical.
yeah, so the demon king being one-shottable is actually a bug where he is supposed to have 100 health, but when instantiating from the resource, it tries to set his current hp before updating his max hp, so it gets capped at the default max hp value of 18. But it's kind of good this bug shipped, because of the other bug you mention, which is that the potion button doesn't properly update its disable status in certain situations.
So yeah with even another hour i would have fixed those and also lowered the nick sprite spawn rate. I'm really happy with what I managed to get done, and I'm glad you liked the art, I had fun doing it. Really wish I'd gotten to draw the Demon King (the sprite that's in game was going to be the other normal enemy, but I didn't even get the boss in game until an hour before the submission cutoff)
Thanks for playing!
yeah the dialog box was actually the most difficult aspect of this. I tried several different implementations that did not work right and I had to change it yet again this morning just to get it this good. But the tl;dr is that there wasn't a proper state machine so there was a very strict linear sequence held together with await signals and chewing gum.
one of my goals for this jam was to get better at implementing menus, and I can't say I really did haha. so definitely something I'll work more on in the future, thanks for playing!
now I know why you liked the intro to my game so much! AWESOME
I really appreciate the blockout of so many mechanics, like the camera zoom to objective, popup text, in world text, and novel movement mechanics.
Oh and being able to access the settings menu at any time from in game. Very cool.
I had trouble with the Bee Glide. I'm not sure what I was supposed to do differently, but I could never get enough altitude for it seem like it did anything besides briefly switching to be form while falling, which seemed about the same as the regular bunny hopping.
Really love the overall aesthetic and how many different game features you showcased.
this is a cool idea for a game but I literally can't figure out how to play it. I can select a noun, enter up to 3 letters in a box and click the button and it... prints those three letters below. I can look at the consenants to try to figure out the words but...
there's not enough instruction and not enough feedback to figure it out, I'm sorry :(
Game is HARD! Why do the clippies have so much health!? Lol
Played until i got to a level where the enemies kept knocking me off. Had a weird aim drift issue once and also once projectiles started shooting the wrong direction. But overall, great start! Good job making so many levels and having so many different enemy types/behaviors.
This is a very good read. As someone who struggles very hard to turn my creativity into actual things that exist, I have found it very disheartening to read all the manifestos that say "you actually don't need any tools and the way that people who have succeeded at doing things is bad and wrong actually and you should do it a different way or your work will suck".
Thanks for writing this.
I'm glad you like! It's kind of a rough outline, the tip of the iceberg, of a larger thing I'm working on exploring these ideas.
As to the problem, I certainly don't have "an" answer, but part of the point of this work is to examine the different ways inventory designs shape gameplay and player experience. I plan to do some actual case studies comparing different systems. But, I do think a big part of it is changing the relationship to item collection so that there isn't an expectation to picking up everything. A player hoarding potions and never using them may change their behavior if they can only have 10 potions and they keep encountering potions. But if the result is then that players always have 10 potions, then why even have the item, just use like an "estus system".
The other part of this for me is that you can't focus on just one of the Design, UI, or Implementation aspects and solve this problem. These things are interconnected and therefor inventory design needs to be approached kind of holistically. At least that's my conclusion, as this whole project of mine has grown out of my attempt to focus on just concept or just implementation.