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A jam submission

Crack the FormulaView game page

Combine goofy ingredients to make a colorful mixture - Made for 🍐 2. KIT GameJam: BirnenJam
Submitted by E-Cathy, Kid Ilias, RedCommander735, phoenix02 β€” 33 minutes, 16 seconds before the deadline
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Crack the Formula's itch.io page

Results

CriteriaRankScore*Raw Score
Theme#24.2004.200
Overall#53.0003.000
Graphics#63.2003.200
Fun#62.5002.500
Innovation#82.8002.800
Audio#82.5002.500
Mood#82.6002.600

Ranked from 10 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Submitted

Vielen Dank fΓΌr die Blumen :)

I have no idea why the music and the timer make me that anxious. 

Submitted(+1)

It looks so cute and fun at first, but then gets really hard really fast (at least for me, day 6 was the best i could do).  I feel like trying to get the order perfect just sets you up for failure.... I think it would be a nice touch if you could see your created fireworks actually explode. Love the quirky vibe though :)

(+1)

The handdrawn tutorial screen is such a cool idea!

Unfortunately, learning the effects of the items feels quite tedious. I don't feel particularly encouraged to get better at the game.

I think a more physics-based & dopamine-releasing core gameplay loop would serve the game well.

Jam HostSubmitted(+2)

Cool concept, but there are a few gameplay/balancing issues. I definitely aggree with IceDynamix's suggestions.

A few additional notes:

- I think making the effects more obvious and rebalancing the effects would actually improve the gameplay a lot 

(maybe set the color according to the color of the last ingredient, and provide a few tinted versions of certain items? however, this could come with it's own set of problems)

- I feel like it's too luck based, maybe you could guide the item spawning a bit so that there's a lower probability that the player has many of the same kind (and maybe spawn less flowers).

- I think it would be beneficial to explain how an order is scored.
 

Submitted(+1)

Would benefit from better scaling, use a smaller number of available objects (like 4) with obvious effects (like ones that only do 2/0/0), then slowly add more complex objects to the pool as the game progresses. This leads the player to learn the object effects more naturally.

I would also reduce the number of requests and focus fulfilling a single request with high accuracy.