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A jam submission

Crazy Elixir of Limitless LuckView game page

Combine potions into a C.E.L.L while dodging a growing horde of ghosts!
Submitted by Box Fox — 1 day, 2 hours before the deadline
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Crazy Elixir of Limitless Luck's itch.io page

Results

CriteriaRankScore*Raw Score
Gameplay#53.6153.615
Visuals#63.5383.538
Audio#73.3853.385
How do you rate the game overall (you can consider fun, dev time, etc.)?#73.2313.231
How well does the game fit the themes?#212.2312.231

Ranked from 13 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

How long was your dev time?
3 hours

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Comments

Submitted(+1)

Love the mechanics! I think this is incredibly satisfying to play and incredible to get done in the time contraints! Will have to play more later

Developer(+1)

Thanks for playing and for the kind words! I was really happy to get this sorted in time!

Submitted(+1)

Good game! I’m not sure I caught the connection to the theme, tho. I have to admit I didn’t realize the mouse position was used for the slash direction. Once I understood that, it became much more manageable xD 

Nice execution!

Developer

Thanks for playing and for the feedback! I mentioned below that theming is most definitely not my strong point for this jam entry - I used an acronym (CELL = 'Crazy Elixir of Limitless Luck') and the cyclops that you chase have different potions to make the elixir.

Submitted

I can relate on theming and game jams :D I find always difficult to both be original and/or in phase with the theme. Close enough! 

Submitted(+1)

Once again another brilliant entry. I enjoyed most of your games a lot in the past Trijams.

perfect polishing, and great gameplay. Enemy ai is also really great.

Great job(Again)!

Developer

Thank you very much for playing, and for the kind words!

Off topic, I've always been keeping an eye out for your entries since your first to Trijam #313, it's great to see that you've been consistently making games, improving and expanding your scope!

Submitted(+1)

I really enjoyed playing this game. The sound was also very impressive. Also, working on 2 different AIs can be quite daunting in 3 hours, but I think they work well. My only real criticism would be using the mouse as a hammer swing direction. This was finicky and I would have rather swung in all directions or something like that, because playing this game on my laptop with a trackpad was really, really hard as I couldn't aim at all and that was kind of frustrating. Also, I appreciate the creativity with not just making a biology or prison cell game, but I also think it could have been incorporated I little bit more. But don't get me wrong, I really loved this entry and hard mode is a real but fair challenge. 

Developer

Thanks for playing, and for the detailed feedback! I must confess, I hadn't even thought about trackpads and know esactly what you mean - even with a proper mouse the static camera makes controlling the weapon is a bit of a headache.

Yeah, theming is most definitely not my strong point for this jam entry - I usually try to lean as much as possible into jam themes, but was scratching my head here. I did briefly consider 'terrorist cell' and thought that a touch too tasteless, but I think you got it down brilliantly with 'resistance cell' in your own game!

Submitted(+1)

Nice game! Found it quite hard until I realised you could just go around the edges. I'll definitely go and read that article.

Developer

Thanks for playing! Oh dear, I hope that other players don't similarly mistake the edges as a blocked zone!

I'll link the article here, rather than sending people back to the game's Itch page - it is Godot-specific in terms of the implementation, but I'm confident most devs could figure out how best to reverse engineer the concept to their engine of choice!

Submitted(+1)

Ah, I didn't think the edges were blocked zones, but I realised that the game is really easy if you only go around the edges and completely ignore the middle.

Submitted(+1)

hat was a solid challenge—even on easy mode! I did feel the axe could move a bit faster for tighter controls, but overall it’s a strong entry. Well done on crafting such a challenging AI—it’s impressive work!

Developer

Thanks for playing! Yeah, the axe/hammer was ported over from a previous Trijam I did and then scaled up, which then meant some quick reworking of the animation - I wasn't 100% happy with it in the end.

Glad you liked the AI, I'd strongly recommend reading the article I linked in the credits! It's short, easy to understand/implement and a really interesting pathfinding idea!