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A jam submission

curseOfTheWitchView game page

A devilish hair-brained scheme!
Submitted by DcaveDerps — 22 minutes, 1 second before the deadline
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curseOfTheWitch's itch.io page

Results

CriteriaRankScore*Raw Score
Theme Use#94.5004.500
Creativity#144.3504.350
Audio#223.7503.750
Skeleton#233.7503.750
Visuals#244.1504.150
Entertainment#453.7003.700

Ranked from 20 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Judge feedback

Judge feedback is anonymous.

  • Loved the game, very fun to figure out and gather each potion. Great artwork as well.

Who worked on your submission?
All me

How does your submission fit the theme?
A witch curses a kingdom with the no of hair. All characters you meet in the game are subsequently bald, including you.

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Comments

Submitted(+1)

The music is such a bop ngl

Submitted(+1)

Pretty cute! I really liked the story and dialogue and the potion-making got pretty fun once I understood where everything is. 

I only wish you can drop items by dragging/dropping them outside your inventory slots with the mouse, because currently you have to scroll to them then press the drop button. Other than that, great game!

Submitted(+1)

i'm blind and didn't realise the bottom right had requests of what the customers wanted so the first customer got whatever the first thing that worked in the cauldron was and then i spent the rest of the game trying to find where everything was and didn't manage to serve even one customer until they all disappeared and bulk showed up 😭 once i figured everything out it was a lot of fun though, I think the thing you commented a few days ago about adding an item preview in a post-jam build would be super beneficial so you don't just end up having an inventory full of trash immediately and having to rush to figure out how to get rid of it. It's a fun game once you've figured it out, I just think it's missing a little bit of instruction

Everything else aside I really love how the game looks, great job with the art

Submitted(+1)

I love the cute pixel art and pixel art animations of this one!! The web version was cropping weird and not working well for me, but I gave it a quick install bc I was really intrigued by the premise and the gameplay. It's really fun! I had a hard time getting how to do stuff at first, but once I got it down, it was much easier. I also loved Bulk and found him very funny. 10/10 :)

Submitted

You could submit this (within a day)    to    /jam/godot-wild-jam-92   since the theme overlaps quite coincidentally.   I felt the premise was   really cute and funny from the intro cutscene!

I had trouble with the keyboard controls, would it be possible to make the bottom inventory scrollable with mousewheel where you can drop and pick up items with the mouse buttons?

Developer (1 edit)

Adding scroll wheel support to move the highlight is definitely a good idea that would make bulk dropping items easier. Outside of dropping items and seeing what items are called, the additional keyboard controls for the bottom inventory are mostly an unnecessary leftover from earlier in development. Originally, there were no mouse controlled GUIs, and everything was going to be controlled with the keyboard. This sucked, and I couldn't think of a way to design the cauldron and other stations that wasn't awful, so I pivoted to mouse controlled GUIs, but didn't remove the extra keyboard controls. I definitely wouldn't add click and dragging items in the bottom left inventory, I feel that would over-complicate interacting with GUIs and be more annoying than the alternatives for dropping items once the scroll wheel fix is in.

Rule 2 of the Wild Jam would prevent me from submitting this even if I wanted to, but submitting anything to multiple jams that aren't all explicitly cool with doing that kinda goes against the spirit of a game jam.

Submitted(+1)

Great story/writing and music. The pixel art rules, I really love the subtle animations and facial expressions on the characters. Bulk Bogan is so cool. It was a little confusing at first since there are so many materials, but it flowed more once I figured out which materials came from where. Really enjoyed the overall vibe, great work!

Developer(+1)

Thanks! Getting started seems to be a sticking point for people. I thought that might be a problem, so that's why I didn't add timers to individual requests, since it wouldn't feel good if people were failing the first few requests while they were still figuring things out.

I thought that would be good enough, but in hindsight I'm thinking the underlying issue might be inventory management. I'm realizing now that a new player would probably pick up a bunch of items at the beginning to learn where to get things and end up with a lot of stuff they don't need immediately, requiring them to trash or drop them. I could see that being tedious, is that what happened to you? After the voting period, I think I'll solve that by adding an item preview that appears when you're near a station, so you can see the item before you commit to picking it up.

Submitted(+1)

Yeah that was exactly my experience at the start, I think I accidentally filled up my inventory with one of the materials and then had to learn how to properly trash it before I learned where everything else came from. But it was also kinda interesting looking at each station and trying to work out in my head what kind of material would come from it when the requests/recipes starting appearing. Adding an item preview when close is a great idea and I don’t think it would trivialize the learning process too much

Submitted(+1)

Really liked it, the art is super cool, just didn't know exactly how to play at first. Despite that, good job!

Submitted(+1)

The art is super neat The intro cutscene was amazing too, the game is also very fun once you know where every ingredient is located, I can imagine a version of it with a lose condition and more frequent customers being challenging and fun.

Also the names of the potions make me wonder, did you have planned a system where you could see the hair that ever potion describes?

Developer(+1)

Thanks! What you seen in-game is about as deep as my thinking went into it. Having certain ingredients control things like different hair styles or things like straight vs curls could be cool things to build on, but were never planned. I was mostly focused on hair color.

The names primarily came from the size of the potions, because I thought it would make sense that tonics with more ingredients or complex recipes would result in bigger potions. So I made sprites for a small, medium, and large potion first, and then afterwards tied the bottle size to hair length. So "short", "normal", and "long" can be switched out with small, medium, and large (and are in several places internally).

If you meant seeing the hair tonics work on customers before they leave, that also wasn't planned for the jam build, but would probably make fulfilling requests more fun and satisfying.