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A jam submission

Witch's HandView game page

Deck building potion mixer.
Submitted by eggwhites, uGustaHd, Salamendro — 6 days, 11 hours before the deadline
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Witch's Hand's itch.io page

Results

CriteriaRankScore*Raw Score
Design#24.1904.190
Presentation#34.4294.429
Gameplay#43.6193.619
Overall#43.8863.886
Enjoyment#63.7623.762
Relevance to Theme#153.4293.429

Ranked from 21 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Submitted(+1)

I adore the visuals of this game. It would be so cool to see it be fleshed out into a whole game. The deck building was super easy to pick up, though some sort of reference for some of the card's abilities could be implemented at some point for a bit of clarity. I enjoyed the balancing act of the meters, though when I killed a customer it didn't feel like it had any affect on the gameplay. Unfortunately the game seemed to crash during the fifth day on the second customer, but the page does say downloading it was more stable; I played it in the browser. Really cool game though^^

Submitted(+1)

amazing art and visuals for this game and the gameplay is pretty fun!

Submitted(+2)

the best art in this jam, incredible work

Submitted(+2)

game bugged like 4 times when I picked cards that draw other cards, also I reached day 10 but I thought there were 7 days? idk if it has an ending, still the visual and audio aspect is awesome, it really looks like a polished game pretty cool

Also if you spam the "talk" or "tips" button in the store the text collapses but I like to think that the devil on the background speaks to you in his native language, pretty cool stuff

Submitted (5 edits) (+2)

Oh wow yeah that's a unity text issue haha, I didn't take part in making this game, but if it helps the devs (assuming they used unity), I  had the same issue in my game, here's how I fixed it:

I tried to fix it by checking if the coroutine is running (using a bool) and if it is and the user tries clicking again, turn the bool false, terminate the coroutine in the script, then print the full text (or start a new coroutine) after.

And I also added two breaks inside the coroutine loop that will terminate if it detects the bool has changed (if it changed to false in my case), cus coroutines are a bit finnicky. Unsure if two is required, I think I only used one and it got a bit garbled still, so I added a second! One at the very start of the loop, one at the very end.

I do have one where it will just terminate all coroutines on the script before starting a new one, but that's not user-controlled text, that one changes automatically at a fixed interval, and it will still garble if the text changes too fast, so I made it change at a slower interval, but that's not really a solution lol

It seems to have fixed the issue for me, but as mentioned, coroutines are finnicky. Can never trust them >:0!

Developer

It's a bug indeed, but considering it only happens at the shop with the patron it almost passes as intentional, seeing this thing talk to you in some unknown language seems in character for them lmao 

Submitted(+2)

Fantastic game. The premise was very interesting and the gameplay was super fun. The art and music were also really nice and it was a joy to play

Submitted(+2)

The game bugged out on day 3 once, right after I submitted the potion without any ingredients at all. It also bugged out once on day 6. Can't get enough of the music. The visuals are so good too. 

Submitted(+2)

I thought 2X meant it would double what you have, and not the future ingredients. Didn't manage to kill anyone, guess I need to draft more murdery cards... Really solid game!

Developer

It doesn't double what you have, but it will double what you place next haha. If there's any new updates to the game, we'll make sure to leave all mechanics explained on the tutorial so there are no more confusions, thank you for playing! :D 

Submitted(+2)

I played badly until the game crashed, haha. Taking pity on me. Yeah, very beautiful visuals and nice sounds, but my hands were so bad that I lost most customers and I'm not sure what the x2 was supposed to do, because I thought if it wants 2 red and I have a "1x2 red" counter it would add up to 2, but it never did, so dunno what I'm doing wrong. The only complaint I have is that the cards overlap in a way that covers the uh energy cost in the corner.

Developer(+1)

The x2 and x3 are multipliers, but only apply to the next cards you place. So a card that gives "+2 Red and x2 Red" when placed, won't give you 4 Reds, any other red card that you place after that though will be multiplied by 2. Maybe we should have included a bit of info on these specific cards during the tutorial :p 

Submitted(+2)

This was really fun! I thought it was quite clever the balancing of joy and anguish, the balancing of deck drawing and energy replenishment, and the way you had to configure the deck for the colors. I could never figure out -- was there ever a mechanism to cull your deck in the game, or would you essentially have to keep maintaining equal proportions of the cards as the game goes on indefinitely? (Or stop buying cards...) I found that my highest priorities were to maintain high and equal amounts of drawing and energy cards (+4 energy my beloved), and then just hoping and praying I would eventually be able to draw enough of the color I needed with the energy I had.  I used a lot of those 'hang-on-for-dear-life' +1 blue +1 energy +1 draw cards until I could get the big hitters (+4 energy and +4 cards). I kind of felt like you structured it so blue cards = drawing and green cards = energy, but I couldn't really figure out what the niche of the red cards were. 

It wasn't clear to me early on that I could exceed the potion requirements for a color, but eventually I threw all caution to the wind and started making like 6-8 green/blue potions out of necessity LOL. The other thing that was never super clear to me was the joy/anguish ratios. I wasn't able to trigger either of the actions (I forget what the Joy one is, but the Anguish one was the customer killing you, right?), but eventually I had progressed in the game enough that both bars were quite near the top. I wasn't sure if the line in the sand was that the *ratio* of Joy/Anguish had to be maintained, or that both had to be in the mid levels, because as I went on, I felt like I inevitably accumulated both and they both remained near the tops of the bar. 

I also found a bug where if you tried to submit a potion too quickly after a level started (e.g. I knew my anguish was too low and I needed more, so I just submitted asap), the game would get stuck and it wouldn't let me progress. There wouldn't be any cards and the Submit Potion button didn't do anything, so my only course of action was to kill the character! (And then eventually I met my demise by facing the bug again, but not having a full kill jar so I could only restart the game :pensive:)

I thought this was a great and really polished jam submission, and the aesthetics from the art were very nicely done! The only comment on the art I had was that I wish there were more dialogues from the characters! I got tired of being called ugly all the time ;)

Developer(+1)

+4 energy really is the GOAT of every single run, I also used and abused of those +1 energy and +1 draw cards just so I could complet a request lmao. I mainly handled the background art and left the gameplay loop for our programmers, but I believe there were a few mechanics that were cut due to time constraints, making the deck building part a bit more complex. 

For the Joy and Anguish meters, they pretty much just couldn't reach the bottom. If any of them did, it would lead to a game over, but it's true that if you played the game well enough you could keep them on the same level consistently. As for the dialogues, they were implemented on the last day, we had 2 special NPCs but they didn't make it to this final version of the game jam, if it gets updated I hope we can bring them to the game :p