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A jam submission

CroakMageView game page

Spin your magic sword around to fight bosses
Submitted by Alex Stewart (Albin), brandonsimpson, Sam Power (@SamJohnPower) — 3 hours, 41 minutes before the deadline
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Play froggy game

CroakMage's itch.io page

Results

CriteriaRankScore*Raw Score
Visuals#5083.9293.929
Overall#12473.2293.229
Creativity & Theme#13283.3573.357
Enjoyment#13673.0003.000
Seriousness#13783.2863.286
Audio#18712.5712.571

Ranked from 14 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Game Engine

Godot

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Comments

Submitted(+1)

Really nice artistic style! I like the logo a lot, too. For some reason, I could not beat the first guy, my reach was too short and I kept getting clipped by his sword. But when I stood completely still on respawn, I beat him? Haha The rest were pretty straightforward once I realized there were puzzles. I could see this becoming a nice game with more polish! Maybe adding a way to change the direction of your swing, without having to hit something, would be a good addition.

Developer(+1)

Thanks for playing!

The Knight is pretty tricky at times, but also has a glitch involving clashing the sword multiple times. A fix will be released with version 1.1 (sometime after the jam voting period).

Being able to change the sword direction manually is a cool idea!

Submitted (1 edit) (+1)

This is very well put together. I beat the whole thing. I'd say the turtle was my favorite, it definitely took me the longest.

As other folks said there's some conveyance and polish that I'm sure you're already itching to change so I won't re tread that ground. Instead I thought I'd highlight what stood out the most to me.

The Animated title page is probably the best I've seen in the whole jam. Great logo, and great character design, 3d world behind it. Not sure if you've seen the GDC talk on Living breathing Key art, but it goes into how hard a task making good animated key art is. I'd recommend making sure a GIF of this title ends up in the team's portfolio after the Jam.

Also the little hat bob the character has when they move is fantastic.

Developer

Aww thank you! We appreciate the kind words! 🥰

I haven’t seen the GDC talk on that, though perhaps Brandon did? Either way, I’m glad that our hard work turned out well!

Submitted(+1)

this was cute! your itch.io page is really cool. I wish I could have moved the camera vertically so I could look farther ahead. I didn't realize that the battles were puzzle based at first since the tutorial enemy is a straight battle. I only figured out the turtle fight....

Developer(+1)

Thanks! We appreciate the feedback!

In the future 1.1 version (planned for after the voting period of the game jam), the camera arm is being replaced with a spring system. There are also silhouettes that will show the player, enemy, weapons, and crystals behind walls.

There is a glitch with the Knight, who (without spoilers) does have a puzzle to defeat them. However, due to how weapon collision works, it is possible to make the fight faster than intended. That is planned to be fixed as well.

The Turtle fight is tricky to figure out at first! We have thought of ideas to make it a bit easier to complete. (won’t spoil that either 😅)

Submitted(+1)

The visuals are really neat and cute, I really liked the gimmicks of the fights! I couldn't really register when my sword hit the enemies a lot of the time since there wasn't an audio or visual indicator for that. And the camera would clip through the walls on the last two levels.
I really like the animations of the frog  enemy too. Great Job!

Developer(+1)

Thanks for playing! We appreciate it!

In the 1.1 version, which will be released after the voting period, I’m going to add more areas for sound effects. We have extra sound effects for stuff like enemies getting hit, but didn’t have time to implement them.

The camera will also be fixed, as it is being replaced with a spring-based camera arm. That way, it will get closer to the player as they get near a wall, instead of clipping through. That should hopefully fix the problem!

Submitted(+1)

really good, I liked having to figure out how to beat the enemies, it’s quite fun ! really good visuals too. I just had trouble with the camera clipping on walls, on the level with the fishing bird, but other than that really enjoyable !

Developer

Thanks! We appreciate the feedback! 🙂

Thankfully when 1.1 gets released (some time after the voting period), one of the big changes is the camera. It will be spring-based, so it gets closer to the player when near a wall (instead of going through it). I hope it will address the problem!

Submitted(+1)

this is actually a rly cool idea for a souls like! simplifying gameplay to be automatic but still needing proper timing and spacing. theres no way anyone could be expected to flesh out this combat system in one week but i'd love to see this continued! also love the humor and style and the mc is likeable and adorable, rly good work :)

Developer (1 edit)

Thanks! We’re glad you enjoyed it! 😀

(2 edits) (+1)

FROG!!! I love it! Very cute characters and game page! I wish the enemies had more health or there was more to do with the sword and/or movement rather than walking around for most of the game and killing everything in one hit. I somehow had the hardest time with the first guy, and it looked like he killed himself somehow cuz I have no idea how I killed him. Also some of the sfx were too loud imo

Developer (1 edit)

Thanks for playing! We appreciate it and the feedback! :)

I agree that most of the boss fights don’t really use the sword mechanics much. We had some ideas that involved it more, but didn’t know what could be implemented in the time frame. The first fight has a glitch, where he is supposed to attack faster when their sword clashes the player’s sword… but a “super” clash can speed it up too fast 😅

We considered adding in a volume panel, but were running out of time, so tried balancing the sounds instead. But I think I went too far in one direction with it lol

Submitted(+1)

Hello! I finished your game! I have some feedback!

  • Camera controls seem to be inverted on controller vs mouse? Like moving the mouse to the right spins the camera clockwise, but moving the right stick on a controller to the right spins the camera counter-clockwise.
  • The dark souls style messages were very cute! I liked "Haha they died", lol.
  • There doesn't seem to be any way to pause or return to the menu, and you simply respawn on death without any input. Some of the enemies killed me several times while I was writing down thoughts to put here.
  • I really liked the music!
  • The weapon bouncing off the walls and pillars is cool! A bit annoying on the level with the stork though.
  • The fact that each encounter was a separate puzzle is fantastic! I liked figuring them all out.
  • The final encounter seemed unwinnable if you delay too much at the start because the enemy was very fast. Maybe intentional since it's essentially your 'final boss'. I did beat them after a few tries.
  • The camera was clipping through the walls a lot on some levels.
  • I'm not sure why the frog has a sword if they're a mage. The sound effect of it hitting a wall was nice, but wouldn't it make more sense for it to be something like a fireball maybe?

I hope this feedback came off as constructive! Overall, I really liked this game! Your Itch page is so cool looking as well! If this game had more levels I could see paying for it, honestly! This was great! Also, thank you for the message of support on your Itch profile page. 🏳️‍⚧️

Have a great day and good luck in the Game Jam!

Developer(+1)

Thanks for playing! We appreciate it, and are really glad that you enjoyed it!

For the camera controls, mouse controls were added pretty late into development, so I didn’t really test them too much!

We were wanting to add a menu to pause the game (and maybe return), but started to run out of time. We had also considered a “press escape twice to quit the game”, but ran out of time for that too.

The heron was the most difficult encounter to develop, due to how they pick where to go when escaping the player. I’ll also say the sword doesn’t contribute much to the puzzles outside of the first encounter. I think at one point, we were going to have the sword be a “spell” that could be replaced (hence the mage part), but changed it partway through.

Both the characters and the enemies have an effect, that’s supposed to show a silhouette if they are behind a wall. While this wouldn’t solve the problem of the camera clipping behind the wall, it would help alleviate the problem. Unfortunately, we couldn’t figure out in time why the shader doesn’t work with the materials used for the level. Only as of writing, do I have ideas of what could have caused it! 😅

Thank you for the feedback! It helps us figure out what we can improve in the future!

(P.S. I’m always glad to give the support! 🏳️‍🌈🏳️‍⚧️)