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Defective Arcana's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Relevance to the theme | #61 | 2.582 | 3.333 |
| Metroidvania | #62 | 2.582 | 3.333 |
| Sensory | #67 | 2.453 | 3.167 |
| Overall | #79 | 2.298 | 2.967 |
| Execution | #84 | 1.936 | 2.500 |
| Enjoyment | #89 | 1.936 | 2.500 |
Ranked from 6 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Theme interpretation and application
Defective side effects. Spells did not work as intended. Fireball shoots you backwards, teleport leaves a copy of you behind.
Team/Developer
Solo
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Comments
i liked the music and the main menu and the background but the characters artstyle didnt match with the rest. Also enemies can shoot fireballes trough their little platform but me i cant hit them trough it. the jump was also a bit awkward in its execution, the speed and angle and stuff. some more small thingies, like theres no clear hit effect on enemies and the yjust despawn when you kill them.
Overall a well made game and a nice contender in the jam, good job!
Thank you for this. And thank you for playing it. I will work on making a visible hit/death effect. Again, thank you for your input.
I got a good chuckle out of seeing how the fireball worked. that was really funny.
the teleport spell seems to be bugged though, because I wasn't actually able to teleport through gates after I got it, and was softlocked!!! I'm not sure if there was an upgrade I was supposed to have gotten before that. the copy is cute though. kinda like how you can stand on it for a bit before it despawns, I wonder if thats supposed to mean anything.
I was thinking I made teleport one a bit too difficult. There is supposed to be a platform you stand on that opens up one of the gates. You basically use your copy to stand on that while going through the gate before it despawns. I will work on getting it more visible. Thank you for that feedback
Well I collected fireball accidentally pressed quit game attempt to get fireball back no longer there and deleting and redownloading the game didn't help either.
I really enjoyed the art style, but fighting enemies felt tedious, and giving the player the ability to fly with a fireball didn't feel intentional. (I might get another laptop to play your game before the jam ends)
Man. Sorry. I think my persistance manager is being mean to me. I will look into it. I am also going to add a hard reset button to see if that fixes anything. Thank you for that feedback.
No problem might still end up playing it
I appear to have hit a snag. I had gotten up to the point of getting the teleport ability, but I managed to get myself lodged into a wall with no way out. Teleport wasn't recharging or working while in this state, so I figured I'd just restart since I wasn't too far in to begin with. However, when I went to go get the fireball to be able to progress, it wasn't there. I killed everything I could to make sure I played it like before, and no dice. Still no fireball. I tried to pull out a fresh copy of the game and that didn't solve it either. If there's a save of some kind stored somewhere, I could try deleting that to get a proper hard reset, but as of right now, I cannot proceed as the items do not appear to be respawning for me.
It's a neat idea, though. I think slimes have a little too much hp considering the slower nature of the combat from what I experienced. It can feel like it drags a bit to safely clear a room, especially when there are multiple slimes littering the floor. Other than that, though, good work on making this! I kinda dig the vibes.
I appreciate the comment. I am sorry about the snag. I had that issue and thought i fixed it. How would you best fix that issue? Ive tried different ways to fix it but apparently hasnt been fully fixed.
I will also try and put a hard reset into the game to try and help clarify that issue.
Again thank you for the feedback.
To answer your question, I'm not entirely sure how to fix that issue. In my experiences, by default rooms reset everything that's in them when they're initialized or when a game is re-opened and run from the start. I'm not too familiar with saving game/item/room states myself as I haven't properly made a game that relies on it yet, and I'm assuming that's what's going on here. If there's some kind of check that determines whether an item is picked up or not, I'd look into resetting that when the player gets reset to it's initial state at the beginning of the game. Or if it's being kept in a sort of save file, erasing that file when "Play" is clicked to make sure the game opens at its begging state if you're not intending to have a proper save system yet. Those would be my immediate thoughts.
Thank you for that. I will look into implementing what i can.
I really like the background art. The gameplay is a little rough, but having to use the side effects of the bad spells to proceed (like jumping with the knockback from the first one) is perfectly on theme.
Thank you for playing and the response. How could i improve the gameplay?
For example, when you are moving left, you can repeatedly jump, but when you are moving right, you can only jump once until you lift your finger from the D key and repress it. The player changes the direction they are facing based on where the cursor is relative to the player. This causes the player to run backward until you move the mouse to the other side. It should, of course, change direction when you actually fire the spells.
On the non-gameplay side, the jumping animation has a bit too much horizontal movement for me, but that's just an opinion.
I hope you find this constructive. Making the game you like is what matters :D.
Thank you for that feedback! I will adjust it .