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A jam submission

Project WanderersView game page

You and up to three friends traverse a level to kill the boss. Fuse spells and pickup items to help on the way!
Submitted by h4cj, Raviden — 10 hours, 18 minutes before the deadline
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Project Wanderers's itch.io page

Results

CriteriaRankScore*Raw Score
Sound/Audio#73.6253.625
Overall#143.0003.000
Fun#152.7502.750
User Interface (UI/UX)#162.6252.625
Visuals(Graphics)#172.8752.875

Ranked from 8 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

DevLog Link
https://pastebin.com/raw/Zv7Bar1k

Developer Feedback Questions
Does the game work well with multiplayer?

Does each class feel fun to play?

Do you like the art direction?

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Comments

Submitted

I thought the enemy animations were well done. The music fits well and I enjoyed the ethereal music in the menu. Graphics-wise, I like the colors and models. Some things, like the font for the player's name, looks rough. The yellow cube I assume is a placeholder for an actual switch. The art style of the title screen image doesn't seem to fit with the style of the in-game graphics.

Swinging your sword stops your movement for a tad too long and its slow to hit. This makes the combat feels stiff and frustrating. This also made it hard to find a good window for attack without being hit right back as it feels you are left vulnerable for a tad too long. I found myself just skipping most enemies. I would suggest being able to move while attacking (even if said movement is slow) or have the player swing faster. It seems like most characters share this issue

Speaking of enemies, there doesn't seem to be much reason to engage with them at all. I found myself walking past enemies and only focusing on hitting switches. Maybe you could tweak it to make these mechanics compliment each other. Like maybe skip the switches altogether and have bridges only open if you kill enough nearby enemies, as an example.

I noticed the devlog and itch page mention a way to dodge and dash, but I didn't figure out how to do this. I tried holding L to block and press a direction, but that didn't work.

Not sure if this was intentional, but its really easy to kick items and powers away from you when you are trying to grab them. I kicked a few of the spells out of reach because of this.

I played the guard the most. I tried a few others but most of them felt pretty similar to one another. It seems their differences are mostly in the strength of certain spells?

Unfortunately, I wasn't able to get past the first boss or try multiplayer. I died at the first boss and I didn't feel compelled to navigate the area again and find the switches. Something like a checkpoint system would help.

Instead of having a "how to play" page, I would suggest having in-game prompts, like the E key could show up near a switch or item. This would help because I didn't realize I needed to use E near the yellow cubes to activate the bridges.

Having both apples and healing spells seems redundant.

Good luck with your project! I hope my feedback will be helpful to you.

Submitted(+1)

I found the text is hard to read. The white outline is a little too close to the grey, making the words blurry. The text on the character select cards is also fairly small, and I had a very hard time reading it until I zoomed in on my web browser.

It would be nice if I could have navigated the title page and menus using only the keyboard. I think it was most noticeable on the Character Select screen, where I could use either keyboard or mouse to switch between characters, but couldn't use the keyboard to select ready or how to play.

On the Carpenter's description, "Though he works with wood, he has always had an affinity for wood" sounds odd. Starting with "though" makes it sound like the first part of the sentence is at odds with the second. If he has an affinity for wood, saying something like "He works with wood, which he has always had an affinity for" would get your point across better. Of course, if he has an affinity for something else (which I'm guess is the case since your magic is fire, earth, and heal), then the "though" would be just fine, but the "affinity for wood" should change to whichever affinity he has.

I didn't see any way to pause or exit back to the menu. Since you have multiple characters to choose from, having an easy way to return to menu and start a new game with a new character without beating the boss or refreshing the page would have been nice. Even something like giving the option to continue or return to menu if you die would have been nice.

Collecting items felt clunky. It was really easy to push items away from me as I tried to pick them up. I'm pretty sure I lost a couple of apples that way, and I lost my first chance to get fire because it rolled into the water.

It would have been helpful if you mentioned in game that you need to press E near the yellow blocks to lower bridges. It's not clear in game what you are suppose to do with it.

I started by using the Guard, as it was the recommended class for single player. The spell slots were a little unclear to me. I started with the apple and had revive greyed out. One of the items I picked up was a revive, which added color to that spell slot. The next one I picked up was fire. My final spell slot would alter between stone and heal, based on whichever I picked up last. I'm not sure if the load out was because of which character I picked or because of the order I collected things. It would have been nice if I could have picked what think I swapped out. Apples didn't really feel useful once I got Heal, since they both healed me for the same number of hearts and Heal was unlimited.

Rereading the itch page, I noticed that you could click and hold a number to drop an item/spell. That wasn't mentioned in the game itself and wasn't particularly intuitive to me to do on my own.

I started a second run with the Carpenter. An enemy dropped a fire spell before I got to any other spells. It went into slot 1, and when I picked up the fire spell that was sitting out, it went into slot 2. I picked up a revive and used it right away. I died after using it, but it didn't revive my character. Looking at the directions again, I think to use it on yourself, you are suppose to just pick it up and it will auto use if you die, but that is not very clear and doesn't match anything else in the game. I'm not as good with slower characters, and didn't really feel starting over from the beginning again. That said, I think Carpenter could be fun for someone who enjoys playing slower, hard hitting characters.

I didn't try the other two characters or the multiplayer mode. They both felt like they would have been much harder to use single player, but I think they could work well as part of a multiplayer party.

I didn't have issues with the controls, though I have played other games that use WASD and JKL. I might have changed Interact to J, though it felt just fine using E. Changing what ability you could use and casting/using an ability felt fine to me as well. It did sometimes feel like there was a little lag in using spells, though that might have been the fact that I was trying to use something too quickly after attacking.

I think the art is working, though there are a few things I think could be improved. All four of the characters had the same basic clothes and colors, and I think it would have been nice if each character had a different base color. That said, I didn't play on multiplayer, so if you are using different colors for that it would make sense. The characters all look very similar and would be hard to tell apart on a glance if they colors all stay the same. Giving them each a different hair style and/or color would also be a nice touch. The Yellow Blocks felt a little out of place, and had a placeholder feel to them. Making them look more like a button, switch, or lever would help make it clearer to the player what they are for. I like the enemy art. They looked good, both alone and with the rest of the art.

Developer

Hey there! Thanks a ton for all the feedback. This is a really extensive post and I greatly appreciate it.

A lot of your critiques are on the radar, we just didn't have the time to polish or get certain features out the door.  A tutorial was planned but we had to cut it, the yellow cube levers are indeed a placeholder asset that we didn't get around to cleaning up before we had to ship it. We would have loved to ship with more visuals, but we were hyper focused on combat and especially multiplayer.

I really appreciate you walking me through your entire gameplay experience step by step and telling us what and wasn't intuitive. While things weren't always apparent, its good to see that your game sense did end up with you drawing the correct conclusions. That's a bit reassuring as we clean up and plan out a tutorial stage amongst other features. 

Menu navigation with arrow keys is a no brainer and we really should have implemented given that you don't use the mouse anywhere in game. Full keybindings and controller support will be a must down the road. I'd love to see what you think of multiplayer, and would be happy to run through it with you sometime if you're down for that! 

Once again - Thanks! This is super informative feedback! 🙏

Submitted(+1)

Charming little game, an interactive tutorial would go a long way in helping this game. I like the graphics a lot, the controls take some time to get used to. But very strong foundation to grow on.

Developer(+1)

Heyya! Thanks for the feedback! 🙂

A tutorial was certainly planned, you can see us trying with that empty open room, the log, and the bridge + switch, but sadly we didn't have time to wrap it up. I'm glad you liked it overall and you think the bones are good. ❤️

Submitted

Hey, I liked this. Some of the things I would work on, the font is a bit hard to read, especially on the character select. The fancy font is fine for menus, but for things with important info like the CS i'd go with something easier to read. Which you did do in the tutorial screen tbf. I think the tutorial screen works fine as a cheat sheet, especially for something early in development. But I wish there was a way to access it in game. Also some pop up tutorials. Like when you go upto the tree (tell the player K, L to attack/defend) or when you go upto the button (E to press the button ect). I found the controls a bit weird in general (the K L mostly), I don't know if its because I don't play this sort of genre and thats standard, but my instinct would be to place the attack/def buttons on the mouse. The enemies where a bit spongy, they took a lot of hits and there where a lot of them very quickly. I'd give the player some easy wins in the first two minutes of the game (unless your going for a dark souls thing, in which case ignore me). I found it easier to just run past all the enemies, and got hammered by the Boss. If you want people to clear areas first, just don't show buttons until youv'e killed all the enemies in an area. Sort of like how Hades does rooms.


I only played the first class, because I didn't know how to play the game, so didn't know what difference it would make. But the one I played was cool. I couldn't comment on the multiplayer aspect. I did like the art direction with the characters, it reminded me of early runescape. It would be cool if you did all the environment in that style, the worlds a bit barren atm.


Good luck on your project. Hope you continue it.

Developer

Hi there!

I appreciate the feedback in regards to a tutorial. I think not spawning in the buttons till the first few enemies are defeated ins a great idea and I'm confident its something we'll end up going with. As for balance the enemies are just a little tanky, we tried to find a balance as they scale for multiplayer. We defs made it a little bit too hard solo, which is why we recommend the guard for its block. The fact that you can end up running past a lot of enemies is an issue that we'll look into.

I'm glad you though the art was cute, the environment will follow. 😁

Thanks for the great feedback!❤️

Submitted

Unput mappings suxx.

WASD works bad for dual-handed control schemes. Rather use arrow keys for movement and ZXC for actions.

Developer

We would have loved to implement control mapping, but didn't get around to it in time sadly. Thanks for the feedback, hopefully we can make it customizable so you can play how you like! 

Submitted(+1)

What do I have to do with the yellow block? Nothing seems to work? And I don't know how to pick up the apples :)

Developer (1 edit) (+1)

Hey there!
Press E to  interact and grab objects!
In our delirious state of clean-up and submission we forgot to include that in the description. Also Melee/Block and K/L respectively. (Wrong in description as well.) We made a really nice how to play diagram before you press start, give that a look for more info.

Thanks for checking it out! :)

Submitted(+1)

Ahhhh now I see ^.^

The hitboxes are not entirely clear to me. Sometimes with the green bird(?) It feels like I can't come close enough with my attack range to attack, but if I touch it I get damage myself. I would say the attacking should be a bit faster/shorter in general. Right now the attack animations seems to be a bit long and then I'm not really sure when the attack effect actually hits, or if it is just the animation that is visually playing. I really like the invetory tho, that works and feels very good! :D

Developer

Thanks for the feedback! ❤️