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A jam submission

Potion CommotionView game page

A Potion Shop Seller Dungeon Crawling
Submitted by Pikmin.Low, easy_breezey, Sourdough Bread — 1 day, 2 hours before the deadline
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Potion Commotion's itch.io page

Results

CriteriaRankScore*Raw Score
Creativity & Theme#9413.6153.615
Seriousness#14503.2313.231
Overall#15493.0363.036
Enjoyment#15882.8722.872
Visuals#17692.9232.923
Audio#19022.5382.538

Ranked from 39 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

Viewing comments 31 to 12 of 31 · Next page · Last page
Submitted

Very creative with the drawing of spells!! It's a bit sad that you run out of mana so fast and have to work pretty hard to get it back. It would be fun if you had more mana so you could use the spells more! Other than that, great art and game!

Submitted

Really cool mechanic :D I feel like maybe the enemies are a bit spongy but pulling off spells is fun in this game so I don’t mind. I was having a bit of trouble with the magic spell, like drawing a star while running away, but after a bit I got the hang of it. overall really cool ;D

Submitted

Felt great! Just sad the Hex spell is overshadowed by fireball by usability. But otherwise game interpreted my scribbles really great, that system was really well done

Submitted

Very creative and fun idea! It has very much potential with a few adjustments, especially, like others also pointed out, the difficulty of the game. Personally I really liked the art style. Great job!

Submitted

This is so creative, this mechanic has sooooo much potential. Like others have said, I also have had difficulty casting spells. I think to help fix this problem, you should take the right approach. You have said that many people make "mistakes" like having the circle more close to the middle, and that makes the spell not cast. I think instead of enforcing the "correct" way to cast a spell, you make the detection way more lenient. The wow factor of the mechanic shouldn't be "wow I finally drew the spell perfect so now it cast", it should be "wow the game knew what my scribble was and I actually casted a spell just by drawing, I feel like a wizard". Instead of correctly people how to draw correctly, embrace the mistakes and let everyone be a wizard. Plus, not everyone naturally starts their stars on the lower right corner. I still enjoyed playing this a lot though, when things work it is very fun!

Submitted

This game was super creative and fun.

I did not feel like Harry Potter though, I felt like a background character who struggled. 9/10 would play again.

Submitted

Cute and creative!

I found the spellcasting mechanic quite difficult. Managing when and how to use your spells at the same time as evading enemies was very hard, especially when the spells themselves are a little tricky to complete. This idea however is a wonderful one, and I hope you find time outside of the jam to refine it! The character design is charming too,  well done! 

Submitted

I understand the game and have played for a while, but had to give up once my hand started to hurt from drawing spells. The mechanic on paper is nice but in practice its SO hard to draw spells correctly and dodge enemies, and the mana gain spell is so hard :( . I am sorry to say but I don't think ill be finishing this one, very unique though!

Submitted(+1)

Hello! I have finished your game, I have feedback for you!

  • The title screen is very cute! I am unsure why the main menu has 2 'options' and 2 'exit's. The icons are cool, but you also have the text.
  • There is no indication that the difficulty selection in options does anything. Like the one you click doesn't highlight or anything. In fact, from a bit of testing I'm not sure it does do anything, the enemies always seem to have the same amount of health.
  • It would be nice if there was some visual feedback that your spell connected with an enemy and they took damage!
  • The music loop in the house has one part that goes on far too long, I thought the loop was broken for a moment. It gets a bit annoying.
    • Speaking of, the music in the dungeon does not seem to loop at all? It plays once and ends.
  • You eventually learn all the spells, but when I first started playing I needed my spellbook open at all times to see what I had to draw. It would be nice if it wasn't like half the screen.
  • Spells seemed... a bit wonky. I got spectral shot and heal down pretty well by the time I won, but the others were pretty hit or miss. Especially replenish, which is rough because it's a very important spell to have.
    • I know the 'controls' on the title screen shows you exactly how to draw the spells as an animation, but in the spellbook it's a static image. For the 'replenish' spell in particular it's hard to see where to start drawing that one from the static image alone!
  • I really dug the pixel art! It was cute, I liked the 'hand drawn doodle' aesthetic of it!
    • A few things confused me, I thought I could pick up the purple potions on the ground at first, and I didn't realize the cauldrons don't have collision until I was running away from some monsters and accidentally ran into one.
    • The coins and eyes looked too visually similar. I know one is horizontal and one is vertical but for a while I was like 'why am I not gaining eyes' when I was actually collecting coins.
    • I thought the slime ingredients were turtle shells, lol.
    • For the UI in the game some of the buttons text are bigger than the box they're in. I'm sure you're aware of that one.
  • It would be very nice if you could "bank" ingredients if you manage to get back home with them! Risking all your ingredients every time you go into the dungeon is really punishing!
    • Similarly, half your coins on a death seems pretty mean too. I guess I shouldn't complain, could have been all your coins, lol.
  • The slime enemies are the exact same color as the grass and they blend in. Maybe intentional? Looked a bit off to me though.
  • In some places your textures don't line up:
  • One of the Herb pickups is barely visible behind a wall. You can still grab it though:
  • The difficulty - this game is kinda hard!
    • I never managed to kill a slime. I used all my mana on one once, it didn't die, so I just left.
    • The rats I can kill, but it literally takes 10 spectral shots. I didn't use the other offensive spells because I couldn't reliably do them.
  • At a few points an enemy seemed to get 'stuck' on my and I just lost health until I died, I could not run away from them.
    • This happened 3 times, each time it was after the enemy walked into the top left of my character, then they just moved with me from then on.
    • I did manage to survive the third time by figuring out that you can 'push' them back off of you if you run them into another monster.
  • It is nice that enemies "de-aggro" if you get them off screen! I'm not sure I would have finished the game if that wasn't the case, lol.
  • Finally, how I won. You might not like this but I never managed to craft a single potion.  The eyes were just too far into the dungeon and the combat was so hard that I could never make it back to the house with enough ingredients for a potion, and I tried for a while! What I ended up doing was quick runs into the lower room of the first house where there's 6 coins, then ran back home to respawn them. The only spell I was casting once I figured out this loop was heal, tbh. 
    • I died a couple times doing this when I had 40+ coins, and that was not fun, I must say.
    • I did not see the entire dungeon, I know there's at least 3 different floor colors from the exploring I did do. I'm not even sure if there's more then 2 monster types.

Alright, that's all my thoughts. Sorry, I know that's a lot! I hope this doesn't come off as too negative, I'm trying to leave constructive feedback on every game I rate, and I just happened to have a lot of observations about yours! Overall I thought it was a really fun idea, and if some of the issues I've mentioned could be fixed I think it would be a great game! But right now it's too hard, unfortunately. 


Have a wonderful day and good luck in the Jam!

Developer (1 edit) (+1)

I really appreciate the feedback. Also I will hopefully respond to most things I can answer.

1) For difficulty selection I didn’t get to adding a SFX on click or highlighting the currently selected option because I ran out of time.  Difficulty currently changes coin price for key and enemy health, enemy damage, and player damage.(In very small amounts bc no balance testing was done)

2). For enemy damage anims we just ran out of time again bc if miscommunication/not finishing art till late.

3) For spells you don’t want to have the circle to touch the center generally speaking and complete the circle and don’t do less or more.(Not saying you did that, but from watching people play the game those were common mistakes). Also I don’t know why I didn’t put the animated spells in the spell book, stupid mistake on my part.

4) When we(the devs, not random people) tried it some of us thought that the game was too easy so we didn’t make it so you could back items or keep more than 1/2 your coins.(Now regretting that after watching people play the game)

5)Btw slime and rats have the same health and fireball and lightning are good against enemy’s so you don’t have to sit there casting spectral shot(I know they can be difficult to cast)

6) Enemy’s sticking to you was a bug I wasn’t able to fix bc I didn’t notice it until too late.

7) After watching people play and playing it myself I don’t think really anybody crafted potions bc they were so out of the way.(Probably could’ve fixed this but making ingredients be less far into the dungeon.

I truly appreciate your advice/constructive criticism and I will try my best to make these changes(first ever game jam). Anything I didn’t respond to I didn’t do, so I can’t really answer because someone else did that. Again thank you so much for your feedback and good luck in the game jam.

Submitted(+1)

Really creative, hard to control overall. I think drawing while moving is a bit challenging.

Submitted(+2)

Very creative concept that is not easy to get right, I commend you for taking on a challenging and interesting mechanic and coding it to work as well as it does. As we discussed on stream it would be cool to see you start from the drawing mechanic first and build the rest of the game around it. Overall just needs a vision to bring it together. Great work!

Developer (1 edit)

Appreciate the comment but we kinda did? The drawing mechanic, art, and dungeon were all done by us 3 first at the same time and then built from there

Submitted(+1)

The creativity in this game is insane! Congratulations, I had a lot of fun. I hope it becomes a more extensive project in the future!

Submitted(+3)

10/10 - Quality Idea and well executed. Nice!

Submitted(+2)

very cool way to cast spells! seems like that would've been very hard to code, but nice job because it worked pretty consistently for me. it was a bit hard to find my way back if i ventured too far out, but that aside very neat concept!

Submitted(+1)

Intersting concept but I couldnt really get the spells to work most of the time

Submitted(+2)

It’s interesting idea. If enemy walk a little bit slow down (or my skill issue :( ) and i need tutorial for first time.

Submitted(+1)

Maybe its just a skill issue for me, but the spell casting is a bit hard, and the tutorial is lacking. It took me a while to learn how to cast spells, and the spellbook doesn't specify where to start drawing. For example: when I tried to cast the spectral shot, I tried drawing from the outside going inside, but it never worked. Eventually I figured out that your supposed to draw it from inside -> outside. 

Overall complex but fun game with good exploration and unique mechanic!

Developer

Sorry about that. In the title screen there  is a controller icon that shows the controls and how to draw each spell exactly.(I know its not obvious but it was a last minute change with little time left)

Developer

I will add that in the spell book below the title it does mention to start drawing from the middle, but it is in small text and easily missable so I fully understand how you could miss it, and even then it being confusing afterward. But thanks for giving our game a shot ^^

Submitted(+2)

Very fun game. I loved the spell cast mechanic when I got used to it! Very cool how your skill in the game is tied to practice with the game. I could definitely see this game concept expanded into a full game. Great job!

Submitted(+2)

I really enjoyed the spellcasting, I just wish it was a little more forgiving, tbf this could just be because I suck at drawing with a mouse. Really fun game though!

Submitted(+2)

Wow, I'm very impressed with how much you got done within the week! I think the highlight for me was the spellcasting, I really enjoyed casting the spells and feeling like I was actually doing something instead of just clicking a button. My only suggestion would be to maybe have the "open" buttons while in the dungeon be bound to a key also to make it easier to open and close them while still casting and playing. Great work!

Developer

That is a great idea and I can 100% do that if we continue this project. Thanks for the feedback ^^

Viewing comments 31 to 12 of 31 · Next page · Last page