Great game jam game, I enjoyed it! Cutscene and aesthetics were cool. Played the web version. I couldn't more with the mouse after I first loaded the level but when I exited and returned, it started working.
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Magic Magnet Mania - Stop The Mystical Tree's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Story | #25 | 3.917 | 3.917 |
| Music | #40 | 3.792 | 3.792 |
| Fun | #87 | 3.708 | 3.708 |
| Sound | #137 | 3.333 | 3.333 |
| Overall | #140 | 3.625 | 3.625 |
| Mechanics | #156 | 3.458 | 3.458 |
| Aesthetics | #237 | 3.458 | 3.458 |
| Theme | #369 | 3.083 | 3.083 |
Ranked from 24 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How many people worked on this game in total?
Three (Plastus, Reygun, Ecki)
Did you use any existing assets? If so, list them below.
Magnet Collision SFX made by freesound_community taken from Pixabay; Doom Button made by Colt; Wizardus Maximus by madtrollstudio; Glass Dome made by grimmotron; Sign made by Pasindu.Anjana; Bookshelf by Billy Jackman; Arcane Accessories by Gamedev.tv; Farm Buildings by Quaternius from Itch io; Free-bush-3d-low-poly-models, free-environment-props-3d-low-poly-models taken from: https://craftpix.net/; (More detailed credits with links can be found in the games description)
Comments
Love the intro sequence!
Very Katamari Damacy, much fun.
The web version was very laggy so I opted to download the Windows build. Things were going great, until I held down the domain expansion at around level 10. The sheer number of things I pulled in crashed the game.
Without the hungry eyes (or gluttonous eyes or something-or-other) upgrade I had a lot of trouble judging what I could and couldn't pickup. It felt like plenty of things I was allowed to grab in the beginning, like candles, were definitely larger than I was, visually.
At a certain point, it felt detrimental to have a large magnetic aura because I was picking up a lot of tiny objects which didn't do much to increase mass, but did constantly slow me down and prevented me from getting to juicier targets.
I liked the music and how it escalated as size increased (or time diminished? Maybe both.)
Great game. The opening cutscene was a really good way to quickly show the story.
I loved the cutscenes they really helped in building up the gameplay. I also really liked the gameplay. Watching my magnet slowly get bigger in the backdrop of a farm was a lot of fun.
Loved the cutscenes, especially the "mexican stand-off" bwetween the tree and the button in the beginning. Didn't really catch on to the gameplay but that is a me-thing. The mouse control felt a bit un-precise at times and I managed to get stuck a couple of times (at least I couldn't get free after trying for 5-10 seconds), but strill impressive to get sp much going in the limited time for the game jam.
I'm sorry to hear that :(
I don't really know what the issue with the linux build is. I sadly don't have a linux distribution to test the issue atm :(
I'll try to fix it and get back to you.
For the web build: What do you mean by "points upwards"? Is your mouse trapped by the game and but you can't move it?
I downloaded it too and yeah it also freezes however running it from the terminal gives these errors:
ERROR: No loader found for resource: res://03_Assets/Visual/3D/KayKit_DungeonRemastered_1.1_FREE/KayKit_DungeonRemastered_1.1_FREE/Assets/textures/uploads_files_2071355_Hand+Painted+Grass+Texture/Stone_Height.tga (expected type: Texture2D)
at: _load (core/io/resource_loader.cpp:358)
ERROR: Can't load dependency: 'res://03_Assets/Visual/3D/KayKit_DungeonRemastered_1.1_FREE/KayKit_DungeonRemastered_1.1_FREE/Assets/textures/uploads_files_2071355_Hand+Painted+Grass+Texture/Stone_Base_Color.tga'.
at: parse_variant (core/io/resource_format_binary.cpp:459)
ERROR: Failed loading resource: res://.godot/exported/133200997/export-dc5401557cd055c9e3dfe30c281322b5-grassmaterial.res.
at: _load (core/io/resource_loader.cpp:343)
ERROR: Can't load dependency: 'res://01_Scenes/Objects/GrassStuff/grassmaterial.tres'.
at: parse_variant (core/io/resource_format_binary.cpp:459)
ERROR: Error when trying to parse Variant.
at: parse_variant (core/io/resource_format_binary.cpp:503)
ERROR: Failed loading resource: res://.godot/exported/133200997/export-82a8f12a71db8751a2abf025b9b92ba2-opening_cutscene.scn.
at: _load (core/io/resource_loader.cpp:343)
WARNING: ObjectDB instances leaked at exit (run with --verbose for details).
at: cleanup (core/object/object.cpp:2641)
ERROR: 6 resources still in use at exit (run with --verbose for details).
at: clear (core/io/resource.cpp:810)
Also I noticed that the linux version is 30 mb smaller than windows and mac maybe "opening_cutscene.scn" was corrupted in the linux export? since it is mentioned in the error log. The windows version work through wine tho
Wasn't quite sure how to tell if something was small enough to pick up, but it was fun to play! Unfortunately my graphics card crashed when I did a domain expansion and pulled a bunch of stuff at once lol
Got a bit lost in the beginning, but little by little, got the vibe. Nice game .Well done!
Never trust mustached trees!
I had a lot of fun with this one, once you get some mass it quickly turns into chaos!
I've played the web version, worked with no fail for me, except the magnetic aura when moving was barely visible.
Interesting game, reminds me a lot of katamari. The starting cutscene was really funny.
I didn't really feel like I was making connections to stuff, but more I was just consuming.
The environment was fine, especially for a jam, but it would feel better if there was some structure. Usually buildings don't just stand around randomly, but are next to roads, aligned. Maybe those roads connect to some open spaces, you get the gist. The current state is perfectly fine for a jam, but if you want to improve the game further, that might be worth looking into.
I also found some issues. First I had some issues with performance (and I did try standalone). When I looked some directions the performance really tanked, and reducing render distance didn't change anything.
This probably wouldn't have been too noticeable, if it wasn't for the framerate influencing the mouse movement.
Did you multiply the mouse movement by delta time? Because usually the mouse input is already the delta mouse movement from last frame to this frame, so multiplying it by delta time would square that, and accelerate the mouse on lower framerates, which is what happened in your game, which is why that would be my best guess as to what happened.
The grass seems very wet, it might be better with a little more roughness on that material.
I like the powerups you added, they add a lot to the game, and add some replay value, to find the other powerups.
I did find out that pressing c opens a cheat menu, and I tried using all powerups at once. It worked fine until I did domain expansion, that crashed the game. But that wouldn't happen in a normal play through
The Best Epic Cutscene Ever!! Loved the setup!! Would love to try it out again with more polish. also initial moving speed could be better and the webgl version was lagging a bit. Great Entry regardless!!
I love Katamari-like games! Good job! I had some performance issues at the beginning, but it got better later
katamari roguelike immediately grabbed my attention :-). very slick main menu and the intro cutscene was very fun
Killed it!! I had an issue running the windows build (stuck at 0% after hitting new file) but it honestly ran fine in the browser for me.
Bit slow at the start but once it gets going it's very addicting to just start absorbing everything lol. Fun little power ups and good connection to the theme!! Great job :)







linux build get’s stuck at this stage. the web build just points upwards and i can’t do anything. so can’t comment anything gameplay wise, but i love the initial cutscene and bgm. well done.
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