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Witch v Necromancer's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Enjoyment | #1424 | 3.648 | 3.648 |
| Audio | #1878 | 3.333 | 3.333 |
| Artwork | #1989 | 3.704 | 3.704 |
| Narrative | #2022 | 3.056 | 3.056 |
| Creativity | #3574 | 3.463 | 3.463 |
Ranked from 54 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game fit the theme?
The Countdown Spell makes enemies stronger every 100s, but it counts the enemy's army down too!
(Optional) Please credit all assets you've used
Mostly authorial pixel art, except for terrain. Some music is licensed via a paid EpidemicSound subscription. The font is Brackey's pixelart font. See description for full credits.
(Optional) What would you like to be called if GMTK features your game?
roo.oliv (Rodrigo Oliveira)
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Comments
The movement was SO SMOOTH, no really, butter like. The polish levels are over the roof, wow, this is such a great entry! Kudos! :D
Oh, so heartwarming feedback, thank you ❤️ I'm glad you liked it, I was fearing that I may have spent time polishing the wrong things (and yes, maybe the necromancer is a little underwhelming) but it seems like this turned out ok in the end :)
This one is pretty great! I could see myself spending a lot more time playing this. 😎
Thanks! Glad you enjoyed playing it ❤️
the controlling feels good and the map is incredibly huge that the player have so much place to explore, even in their 2nd or 3rd play. However, there's a obviously bug with the restart button.
Glad you liked it! Dynamic maps generation allowed for a big map without tremendous effort. But yes, some bugs lurked into the final release anyway :P
Oh. A lot has been accomplished for four days.
I don't think the platforming really fits the theme of the jam, but that doesn't change the fact that the game is well-made and enjoyable. There are a couple of bugs here and there. The character's knockback when attacking is a bit annoying; it needs to be made smaller.
The interface and sounds are quite pleasant and not distracting.
I also liked how short, clear, and unobtrusive the tutorial is.
Thank you! The theme is present in the core roguelike mechanic of the game: each time you exhaust the countdown, enemies in that world get stronger and stronger (and they are also sacrificed, counting the enemy countdown as well), making you balance how much you'll explore in that world vs deciding to take on the necromancer to go to the next world. And yes, the knockback could be a bit more subtle! Thank you for the feedback ❤️
Amazing work! Very cool game idea and story and it’s really impressive that you managed to make the world dynamically generated (although some enemies got stuck sometimes)! D:
The game feels really polished and the visuals, animations, and sound effects are beautiful! I’d love to see more of it, maybe with the ability to fly with the broom or use/brew potions.
I enjoyed it a lot! :)
Thanks! Glad you had a good time playing it :) yes, broom flying ability should be a must and the witch thematic gives the perfect excuse for potions brewing! Thanks for the feedback ❤️
Played at 3:01:57 @ https://twitch.tv/hedge_in. This is a really great submission!! It almost feels like a complete game in its entirety on its own! Giving Hollow Knight/Dead Cells vibes fsure.
Thank you for playing it! Sorry I missed it (currently at work :), I'll sure watch it later! Glad you liked it!
Honestly, what a standout for a solo effort in such a short amount of time — this would be impressive even coming from a full team. Kudos, seriously.
The visuals and music really got me — great atmosphere, everything feels cohesive and polished. And that intro tutorial is a nice differential too, teaching you as you actually play instead of just dumping instructions on you like most jam games do. Super intuitive, smooth learning curve.
The narrative idea is creative, and that countdown mechanic adds a nice bit of tension without feeling gimmicky. Physics and animation are polished down to the small details too — you can tell a lot of care went into how everything moves and feels.
Add a few more maps and honestly, this is ready to publish as-is. I would buy this game in a second. Incredible work. (* ゚∀゚)ノシ
Thank you, thank you, thank you! Such heartwarming feedback ❤️ I'm glad you appreciate it and had fun! I'm a bit afraid of commiting to a commercial release but you guys are so encouraging! Thanks!
Good game! The combat of this game reminds me Hollow Knight. A little bit of feedback ,the knockback is very high and a personal thing is that the controls felt a little bit unlikely for me. Anyways, great work!
Thanks! Yes, Hollow Knight was the main inspiration for combat. But yes, the knockback is a little too much. The controls clicked to me after I changed with which hand I pressed Space (left hand WASD, and right hand Space, H and J). I'm not used to play these kind of games on the keyboard, I may very well have picked a bad keyboard layout. Generally, I prefer connecting my gamepad but I didn't had time to properly support gamepads. Thanks for the feedback!
Super fun game! I'm still playing to see how far I can get, but life is getting in the way, so I'm leaving it up and will report back if I see any unusual bugs due to the game running for a long time lol. I wish the necromancer fight was a little more involved, but other than a few minor polish issues, this was a spectacular game! No notes!
Wow, I'm really happy that you liked it that much! I'm a bit sad that I didn't spend more time on the necromancer battle. I've spent hours myself playing and collecting tons of power-ups, but the necromancer fight is way too easy now :( Loved your feedback, thank you ❤️
I got up to level 6 before the lag eventually made it impossible to jump out of the tutorial area, probably due to the sheer number of enemies spawned in lol. I'm surprised it held up as long as it did!
Yeah, since the number of enemies only increases eventually it would break. Using ECS is what delivered most performance wise. But to support infinite amounts of enemies I'd have need to implement some kind of standby state on rooms off the camera so enemies there don't consume as much processing.
Thank you very much for playing this long! I really appreciate it ❤️ and I'm glad you had fun!
There's a lot of content for such a short jam. Well done!
Thanks! It was a lot to take on, but I'm glad I did (despite the sleepless nights :)
Dang I loved playing this! You NAILED the character movement, she controls flawlessly. I've toyed with platformer movement so many times and know how challenging it is to get right, so huge kudos. <3
I really love the enemies reducing in number but getting stronger as the timer counts down, and the balance of gaining power-ups as you go.
So much fun, definitely gonna play more when the jam is over.
Thank you for the feedback! It's really heartwarming that people are enjoying playing it. Mark's videos about jump mechanics and studying Hollow Knight and Celeste were the references for great movements, glad I reached expectations :)
The art is great and really fits the vibe of the game! Good job!
Thanks! I'm really glad with the end result. Almost went with a slightly different idea of you controlling a witch's black cat but that would be a lot harder to animate and get movements right hehe
This is a VERY impressive project to have finished in just four days! The art looks great, the controls feel nice and snappy, and the generation is super neat, good job!
Thank you for the kind words! It was a lot of effort yes :) The generation bit I used a trick I learned from the Dead Cells devs: hand-designed room layouts, and then the generation algorithm just randomly picks those to assemble the world. The only difficult thing is guaranteeing all rooms are accessible (this is what makes the game freeze for a while when generating a new world, by the way)
Wow! The amount of content in this is so impressive!
Your animations and art is incredible. Great work.
Thanks! I'm glad that you liked it! I was afraid that I had spent too much time on animating but I don't regret it, I liked the final result :)
Always impressed how polished some games are here!
Love the colors of your pixel-art. :D
Congrats! <3
Thank you! Glad you liked it :) I was really tempted to go with pre-made free art to spend all the time on the gameplay but I'm glad I decided to draw it myself (most of it at least), was fun and a learning experience at the same time
Super polished game, very impressive! Wish we had the time to include some roguelike elements, very fun!
Thank you very much! I was unease to go with a roguelike, anticipating the amount of work, but I'm glad I risked it! Though the price to be paid was very very few sleep hours hehe
Wow! Great game! Art, music, sound, and controls all feel good. I had trouble at first with sliding backwards while attacking, but got better at it (like in any good platformer).
Glad you liked it! I think that a little more polish could go into mechanics like pogo, sliding, wall jumping. But I spent too much time drawing animations and stuff, hopefully I'll get faster at doing art for next jams :)
Great. Impressive for a solo game. The physics made the gameplay very smooth.
Really glad you liked it! I've been perfecting my programming skills with platformers for some years now, this is the first GMTK Jam I got enough time to dedicate to art too. I'm really glad with how far this went :)
It's cool! but a little bit hard for me. hh
Sorry! I was indeed afraid of how hard it would be. I don't know if it would help, but hand positioning on the keyboard did help me a lot: left hand on WASD and right hand on Space, H, and J. Not having the left hand on the Space key was what clicked for me.
Fun and easy to pick up, love the art!
Thanks! Glad you had fun, I was too worried it would be too difficult to pick up. And the art was a really tough decision for me to do myself since I'm slow to animate things. The 32x32 pixel framing helped me cope with that :)