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The Witch and the Automatic Potion Device's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Audio | #240 | 3.561 | 3.561 |
| Visuals | #396 | 3.756 | 3.756 |
| Gameplay | #412 | 3.341 | 3.341 |
| Enjoyment | #482 | 3.439 | 3.439 |
| Overall | #524 | 3.313 | 3.313 |
| Innovation | #659 | 3.098 | 3.098 |
| Theme | #1051 | 2.683 | 2.683 |
Ranked from 41 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does the game fit the theme?
A witch buys a tool to make potions for her, it escapes and causes trouble before the big end.
What code and assets did you not make from scratch during the jam (if any)?
Code and Assets are mine. This includes all the models and textures of every level.
Phantom Camera is there but not really used. Ended up with bigger plans and did not want to rip it out.
Fonts were from Chequered Ink
Voicework and Music were done by two people, credit on game page and title screen.
How many people worked on the game?1
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Comments
Solid game! As said in other comment, reminds me of monkey ball. Wish the levels were a little less slippery, felt like I was playing an ice level. The voice acting was a really nice touch (I'm too lazy to read). Good job!
Well done!
I love the art-style of the game! At some points the controls did feel kind of unresponsive but apart from that it was really enjoyable :) And I loved the voice-over/sounds in general!
This brings back memories of my childhood self playing Super Monkey Balls on a GBA. Ah memories. Thanks for that! I think the game has a certain charm that I really like, probably the low-res art style or the gameplay, and I think both of them make the game quite enjoyable to play. Rolling through each level is fun yet quite challanging, especially in the latter levels. I'd say though, that the last two levels are really hard, and the janky physics frustrates me a bit. Imagine being thrown to the sky so high that you can't really see where you are going. I would suggest tuning down the moving speed of the platforms a bit, as I don't think the engine can handle that. Also, as much as I like the low-res style the game is going for, I think you shouldn't apply that to the text as well, or at least choose a font that also looks good in such a resolution. I struggled to read the text on the screen for most of the time, and that's not a good look for the game.
Anyway with all that's said, this is a very nice entry indeed! Well done!
So, I was planning to split out the text but I ran out of time. Such is the life of a gamejam!
Same issues with the speed of the platforms, they were toned down from a set of playtesters, but I did not have time for another round of testing.
Thank you for playing though! It's appreciated.
Really interesting! I did find it a little funny that on the level with the moving platform, the tile with the cauldron landed on top of me and it still counted XD
Loved the aesthetic os this game, feels kinda like a book.
didn't notice any lag in the browser version, maybe not using hardware aceleration causes the lag spikes.
fun ! You can really send the ball flying if you catch it at the right angle on some of the jumps lol.
these 3d effect are amazing!! love the game design
Great job for a first 3D game ! Loved the pixel effect over the 3D ! Also loved the fact that cauldron attracs the ball when you jump near of it, this makes the game feel nice !