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A jam submission

StormWatchView game page

alternative title: unexpectedly difficult wood picking up simulator
Submitted by rainymetaphor — 11 hours, 21 minutes before the deadline
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StormWatch's itch.io page

Results

CriteriaRankScore*Raw Score
Audio#53892.6002.600
Enjoyment#61942.6002.600
Narrative#67052.0672.067
Artwork#68702.5332.533
Creativity#75082.6002.600

Ranked from 15 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 theme made me think of the iconic three-day countdown from The Legend of Zelda: Majora’s Mask. Stormwatch counts down the three days you have to collect the necessary supplies and escape the storm!

(Optional) Please credit all assets you've used
Assets Used:

Cute Fantasy RPG Pack
https://kenmi-art.itch.io/cute-fantasy-rpg

Tiny Swords Asset Pack
https://pixelfrog-assets.itch.io/tiny-swords

2D Pixel Art Forest Tileset
https://thomaswastaken.itch.io/tileset

Pixel Slimes
https://tienlev.itch.io/slime-pixel-set

Pixel Art Cloudscape
https://craftpix.net/freebies/free-seamless-pixel-art-cloudscape-for-game-projects/

Music: “Floating About” by StressedVulture
https://stressedvulture.itch.io/floatingabout

Wood Chopping Sound
https://freesound.org/people/wavecal22/packs/30297/

Collection Complete Sound
https://pixabay.com/users/liecio-3298866/

(Optional) What would you like to be called if GMTK features your game?
Amber / RainyMetaphor

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Comments

Submitted(+1)

It took two attempts before I manged to complete the game, but I did it in the end. The first time the main blocker was that first I didn’t understand what ore was and when I did, it didn’t even cross my mind that the enemies could drop it as they looked all soft and squishy. For that reason I stayed away from them rather than trying to attack them. Second time I got to the end with some time to spare!

I didn’t mind the movement speed per se, but in combination with the needed precision for both tree chopping and attacking, it was maybe the thing that added the most to the difficulty and in a way that as a player didn’t really feel fair.

But don’t take as a super strong objection, it was engaging enough that I played through it twice!

Play-through:

Developer(+1)

Wow, thank you so much for this, this was so enlightening!! It was my first time implementing almost everything in this project so it’s extremely helpful to get this kind of feedback to improve in the future! The mechanics and balancing are finicky I think mainly just due to my own inexperience at setting up those interactions, and I can definitely see how the fast movement + requirement for both proximity and direct click on targets creates an unsatisfying hurdle. Also lol I guess it’s just my violent spirit assuming people would attack the enemies if given the option and not directly saying that the enemies drop ore 🤣🤣

But I’m glad it was enjoyable enough in the end! Thank you again so much for your thorough feedback and playthroughs!

Submitted(+1)

The character moves a bit too fast for me, although that may be an illusion based on how zoomed in it is and could be tightened up with visual effects. Still, this was a fun interpretation of the theme! 

Developer

Maybe just my own bias for zippy movement 😂😂 Thank you so much for playing!

Submitted(+1)

Nice execution of a pretty simple premise. Cool jam entry, congrats!

Developer

Thank you so much!!

Submitted

Really cute! Reminded me of the Stardew gameplay. My one issue was that it was basically impossible to avoid the slimes, but it was still very achievable despite that. So great job!

Developer(+1)

LOLLL I think most if not all of the mechanics are basically discount Stardew Valley!!  😂😂  Enemy interactions definitely needed a tonnnnn of work, but I think I've learned a lot to improve on next time!  Thank you for playing!!

Submitted(+1)

I had a lot of fun with the core loop here - I really like the art style and that day/night transition, they compliment the game really well. 

I think there's a bit of tightening up to do in a few places - would be a bit smoother if you could 'fast-forward' to the end of the day if you've gathered everything and run out of energy (not died). The monsters don't really roam fully, so the map contains safe zones where you effectively just stand to run down the clock. I also think the idle animation needs looking at, as the character defaults to face down irrespective of where you're moving or what you're doing at the time.

Overall, this was a lot of fun and a good execution on a simple premise - great work! 

Developer

Thank you so much for the thorough feedback!!  I'm so glad you enjoyed it!  You can click on the tent to end the day but, skill issue on my part, I figured it's fairly difficult to gather everything before the third day so I didn't worry too much about making that clearer 😂😂  And you're absolutely right, I definitely took an "eh good enough" approach to the character animations lol!  Now that I'm less intimidated by the animator I'll be ready to tackle better movement next time!

Submitted(+1)

Nice game. Good job

Developer

Thank you!

Submitted(+1)

I appreciate how fast the character moves, but he's a little stiff.

Simple and clear loop.

Decent jam entry. Good job.

Developer

That's so fair 😂😂 Thank you for playing!

Submitted(+1)

Really cute!!!! Loved the music, especially at the start screen. Also really liked the way the lighting changes as the day progresses. Good work and great take on the theme!

Developer(+1)

Thank you so much!!  The day/night trick was something I really wanted to learn and incorporate--it just gives the good brain chemical! 😂