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Potion Commotion's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Creativity & Theme | #941 | 3.615 | 3.615 |
| Seriousness | #1450 | 3.231 | 3.231 |
| Overall | #1549 | 3.036 | 3.036 |
| Enjoyment | #1588 | 2.872 | 2.872 |
| Visuals | #1769 | 2.923 | 2.923 |
| Audio | #1902 | 2.538 | 2.538 |
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
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!
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
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
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!
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!
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.
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!
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!
Hello! I have finished your game, I have feedback for you!
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!
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.
Really creative, hard to control overall. I think drawing while moving is a bit challenging.
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!
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