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| Criteria | Rank | Score* | Raw Score |
| Art | #5 | 4.525 | 4.525 |
| Music | #9 | 4.100 | 4.100 |
| Judge's Pick | #11 | n/a | n/a |
| Overall | #34 | 3.680 | 3.680 |
| Gameplay | #52 | 3.450 | 3.450 |
| Fun | #63 | 3.250 | 3.250 |
| Theme | #116 | 3.075 | 3.075 |
Ranked from 40 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
KAPLAY
No
Was not made with KAPLAY
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Comments
The changing colours looked quite good, and the crafting system was nice, it has amazing visuals and it wonderfully polished!
Absolutely beautiful visuals! The crafting was quite confusing to me and I saw that you were working on a new version of the game post-jam, so I just wanna wait for that as I just couldn't figure it out by myself unfortunately ^^' But I also don't play a lot of this types of games so that probably didn't help. I'll definitely come back to it later though!
such a beautiful looking game, as for the gameplay... "confusing" comes to mind, if this was any other game I would have just closed the game and moved on, but the overall look and vibes of the game just hooked me in. I feel that this game needs a tutorial. Im a puzzle guy, but it took me a while to figure out what your supposed to do.
Really really liked this game! The art is, of course, absolutely beautiful. It took me quite a while to work out how crafting works but once I got the hang of that I found the whole game to be really fun to play! The integration of the crafting system, the card system, and the main gameplay loop is really well done, music fits well with the vibe of the game. Will definitely be coming back to play this one in future when I have some spare time!!
I'm already actively working on an improved version with a clearer and more balanced crafting system.
I am currently working on a new card system where the player has passive and active slots (a limited number) and the opportunity to sell a card for Epiphany.
Well, and some small details, like when Burden too much, additional description lines appear
I absolutely love the game concept, and the art done for it, and the music, and once I got a hang of it, the game was also quite enjoyable. Sadly, the UX was atrocious. I found that the menus were hard to navigate, and understanding what was needed of me at first was difficult. I think this game has a lot of potential, and I want to see it bloom into a proper game.
Also, I couldn’t figure out why, but for me, all the text was compressed together (no matter what browser I used) — but I assume that’s a “works on my end” problem.
Thanks for the comment.
I'm already working on a new version with a cleaner interface and an intuitive craft system.
It will be updated after the end of the jam
Visuals are absolutely stunning and the music is really great.
The learning curve was a bit harsh but it's really fun once you get it :D
Really fun once I got the hang of it. My broad critique of this game: It gets lost in itself. The whole writing style and framing of the game is very abstract, which is fine in a vacuum, but it gets in the way of gameplay. The tutorial uses this vague phrasing even when describing game mechanics, which makes it more of a burden (ha) than anything helpful. For example: The tutorial vaguely points in the direction of crafting existing, but doesn't sufficiently describe how to actually perform it. Other than that, having to memorize the names of all the different elements and what they do is a bit tedious, especially since the names are equally abstract and long. I understand the choice to not have a complete list for the player, as discovery is a part of this game, but making each element's essence more obvious would smooth gameplay a lot; I can't tell at a glance how circle and shiny circle differ without memorizing it or constantly checking their tooltip.
I realize while writing these comments my longest comments are reserved for games that are outstanding, but have one or two things holding them back... I want to make it clear that you have something cool here. The presentation is great, just needing a little more focus, and the gameplay is a lot of fun. I believe you're planning on iterating on this further, and I can't wait to see what you make of it!
This is incredible! I want a full steam release now. It's beautiful, the crafting's super interesting and satisfying, and the worldbuilding and characters are just wonderful. I actually really like that the recipes don't tell you how much will, genesis, and bright the result will give because it creates a really fun experimentation phase, and it was super rewarding creating and using my own notes.
I'd love to see more recipes/items, more story, and just more content. Maybe adding some roguelite elements would give you a way to pace the rate at which new content is introduced, taking inspiration from like Hades and how they do their characters/story.
I did notice some bugs where occasionally burden wouldn't go up or passive effects wouldn't activate when I expected them to. And with regard to balancing genesis is way over-represented, which led to some moments where the optimal choice was to just use the basic elements and not craft anything, which kinda felt bad. On the other hand, it also contributed to the challenge of the game in how you have to balance the different elements, so I'm not really sure what a solution might be.
It's gorgeous! The gameplay is fun and the story might get somewhere, but visuals just steal the show. The only downside for me is that crafting is a bit awkward.
oooh I think I've completed the game? or I just completed the tutorial? XD
but this game is really interesting ^^
I think despite the long tutorial, this game is easy to understand.
The part that confuse me is actually reducing the burden part.
Because I can only reduce it on the end of the game or with card activation.
and I can only reduce it by -2, but every session I might add about 3 or 4 burden, making me desperately searching for reducing burden card.
I've seen this game screenshot several time on the discord but can't understand what it is until I've played the game myself.
By the way, maybe instead of burden 24 ended the game, you can add curse stat that will increase if we keep playing after burden 24. Then we need to reduce the curse with card or other effects.
Other than that, this is really well polished game play, I really liked it XD
Absolutely stunning art and effects here! However, I found the game a little too complex for me for to really follow along and effectively play. I think a different in-game tutorial would have been helpful for me. Thanks for making and sharing your game.
Surprisingly hard and complex game, all the small mechanics add up nicely to create a captivating gameplay loop. The cards seem really impactful, where picking the “correct” card for your situation can really save your run. The game also seems well balanced, making the overall experience very enjoyable.
The artstyle is very nice: all the designs are very pleasing and the characters are easily distinguishable through the 2 color artstyle. Everything feels very fitting to the overall cosmic theme of the game: from the star-shaped/themed materials to the godly characters. The UI is also very nice and easy to read. The blue and white color palette is so good, that in my opinion, the color switches detract a bit from the experience. Also preferred if some of the dithered details were “animated” a bit slower, like the ones on the hair of the character in the middle of the screen or those on the “Epiphany” gauge.
The music is also pleasant and creates a nice atmosphere, immersing the player in the game without being distracting.
Overall the game is very fun and visually striking as well as polished. I enjoyed playing it quite a bit.
Game is really polished and balancing did really well too! Only thing I wanted was a skip dialogue button.
Can you tell me what's the recipe for Gryoza's Dream? I can't seem to craft it.
Pretty fun and unique game, and card able to do combos are really fun. Like the gain free draw + convert free draw to reduce burden card.
thanks
The Gryoza's Dream is obtained with the special card, gives it out at the beginning of the round, but it's (0-0-0)
just for crafts
An absolutely gorgeous game. The crafting mechanics are really cool, though I would love crafting recipes to save. The tutorial could be a bit better, it doesn't tell you that you can't go over until the fourth round while since the second needs no genesis, it's really easy to go over. Also genesis is a bit overrepresented, all of the first crafting outcomes have either genesis at 2 and the rest a 1 or all at 1. Also the story mode seems to have some bugs, in later rounds, a character will pop up as to speak only to then go down again, sometimes the passives that are meant to activate at the start of a new round wouldn't and somehow I was able to permanently have 1 thing in the exalt at all times, activating it did noting though. Finally, as you probably have noticed, the stylus character's name is duplicated.
Hmm, it’s too complex and well done for a one-week jam ,24/25 stars. Minus 1 star because I’m a bit doubtful, sorry. If you really did this in just one week, maybe I can be Batman 😎. (If it actually took only one week, I apologize, but this is my honest thought/opinion
Or maybe I’m just a delusional guy who’s jealous of another team’s work?
Ye, a week. I made the main part of the game on the live-streams, so there is evidence. The only thing is that I prepared the shader about a day before the start, (and part of the music from my last game) the rest was done in a week
If that’s the case, I sincerely apologize. Even without the evidence, if you had just said “I made it in a week,” I would still apologize. I judged too quickly, and that was my mistake. I still have a lot to learn about game development, so thank you for your calm response
I liked the game’s art and atmosphere. The crafting system was a bit confusing for me (as others mentioned), but overall it’s a very polished game. Nice work !
Really cool game! Got a bit sucked in and played for around an hour, but I do have a bit of feedback.
1. In story mode, I literally have no idea what the characters are talking about. Like, I get making their dialogue cryptic to add to the immersion and worldbuilding, but this dialogue is so obscure without much buildup of the characters or world, I really don't know what they are yapping about. Ended up sklpping through most if on my next runs.
2. Now, about the gameplay itself. Very cool, but I think the crafting system needs to be more explained and have more breathing room for the player. I think you could do this by, firstly, as the other commenter said, make it more visual, and secondly, show how much genesis, will, and bright each one is worth before I have to commit to crafting it.
3. Bright needs more. Maybe I just didn't find the right items to craft, but bright really needs to be buffed. Most of my runs ended because, no matter how hard I tried, I just could not get enough bright.
And that's about the end of my constructive criticism. Putting all of that aside, wondrous game, absolutely beautiful. I am so impressed by the art and design, and that this was all made in one week! Great job all around, I probably would play this more in the future with a few updates (and a more easily digestible story haha)
Thanks for the criticism.
I am currently actively working on a new version. and your words are very helpful in understanding what needs to be fixed.
As for crafting, I'm currently working on its visualization. for example, this effect . for items that have a crafting recipe
The amount of art in this game is insane here. Definitely love the noise shader running in the background. May I ask if you are using Godot and how do you make it ?
I don't use Godot. If I remember correctly, I use a slightly different shader format. Glsl i think, Made on the basis of a simple separation of the screen into 2 colors, and dynamically changing noise
I don't have anything new to say that others haven't said, but good job making this within a week. I can tell there was a lot of work put into it. Good job!
The art, music and overall style of this game is incredible. I don’t think that can be said enough - really, really great job on that side. That said, “Bloom” seems like an add in, rather than the main theme.
It took a long time to figure out how to play, and I wasn’t able to figure out crafting at all. Right click doesn’t seem to do anything, even crossing through elements that say they are compatible with each other.
I don’t think more content and more crafting is the answer. I think the gameplay loop needs to be simplified. The end of round card rewards introduce choice and compromises, which is great. Other than that though, the element/craft choices seems like purely a mathematical equation.
All said and done, this is a really impressive effort. Beautiful work.