Well done! 6:43 win but I couldn't see the ending as the character got stuck walking over to the witch(?).

I love a game where I don't have to think very much :)
Great idea and everything looked awesome in my opinion.
The drop rate made this feel more like an AFK/Clicker game though as I felt my attention drifting away after a couple of minutes and still only have 16/20 feathers towards the jump ability after something like 5~ minutes of circling the crowded areas. If this had more time to be more polished, more "juiced", and satisfying, I think I could have sat here for hours running over zombies.
I also had to mute it eventually as the music and SFX got repetitive pretty quickly but that's a ME problem when playing a game that was made in a week.
Game ran well, I like looking at it. Great take on the theme. It was a game that I could shut my brain off and play for a bit and feel like I did something productive, and that is a positive to me!
I could walk around this world forever! Controls were a little tricky to get used to but I understand it was supposed to mimic an older PC game.
The intro animations were AMAZING. If you made those yourself, you win the jam in my opinion lol.
My biggest gripe and the only reason I stopped playing was that I couldn't see anything once I left the cauldron area! Maybe I was suppose to make a torch or a fireball spell but the spell I made only had 3 uses so I don't think it was worth the long, dark tunnels I was attempting to explore.
I found 2 or 3 keys but no chests or doors to use them on, which was also super disappointing.... but that is probably because I couldn't see them! 80% of the world was pitch black. :P
I still thought this was sweet, well thought out, and I liked what I played. Great job!
This was an impressive amount of work done in a week! Especially for the assets if they were all done by hand (which they appear to be).
I would have stuck with and played a LOT longer if the recipes were either given to me at the start, or more easily discoverable.
There are WAY too many ingredients and having 3 slots from the start (and having all 3 be required for brewing) make discovering the new potions nearly impossible or just take up a lot of time.
The combat was solid though.
Side note: I think this was the loudest game I have ever played in my life.
Machine was very finicky but got it to work eventually!
World was awesome and I love looking at it and walking around.
Side note: clicking the full screen button on the start screen would just cause a black screen when my monitor's resolution was at 2560x1440. If I switched it to 1920x1080, no issues.
Honestly, I am blown away by the impressive settings menu haha!
Clearly inspired by Tapper, this one was easy to pick up, but I did not like how the ingredients would run out while there were customers that still wanted drinks requiring those ingredients. Felt very unfair. (edit: I see the previous comment about the lemon now... I was wondering what the heck that was for lol)
I still liked the game! Controls made sense and just worked! Everything felt natural and I was able to pick this up immediately after looking at the recipe list and memorizing what I could.
Felt pretty polished for a week's worth of work. Awesome stuff!
So, I was not able to play the game at my monitor's native resolution, 2560x1440, as NOTHING was clickable past the boot screen except "Restart" after dying.
After changing my resolution to 1920x1080 I was able to play at least.
The game is super unfair (at least for level 1) as the level timer is WAY too long and there is seemingly no way to survive. I tried at least 15 times with many different techniques to try and survive but the storms are way too frequent and the money does not roll in enough for a level 1 of this length.
Regardless, I see what you were going for and it has potential! I like how I was able to keep the store window open and move it around while I was still placing things as it made everything a little less stressful.
The boot sequence and sound effects were awesome and appreciated :D
This was rad! Theme was on point everything just.... worked and was simple enough to understand within less than a minute of play time - well done!
I don't know if you're looking for notes, but I'm giving them!
The fire can be fueled infinitely and forever and sort of breaks the game. Because of this, anything added to the cauldron never decreases in percentage and the stakes of everything are a lot less scary.
I was able to collect as many fruit as I needed to complete the night without having to deposit any into the cauldron until I had enough. So, if the Glutton ever got close, I had PLENTY of fruit to throw to keep that jerk away lol.
So, by night 3, the game was a breeze once the second tree matured.
Regardless, this was awesome and with a little tweaking could have essentially been a FNAF-lite which is CRAZY to accomplish in a week. If you were able to get a web build out for this, I think this one could have had a shot at winning to be honest. (a lot of people don't even bother downloading games unfortunately)
Amazing job!
Much like zealorguy, I tried everything and I cannot get anything to do anything haha.
The only things that seem to be interactable for me was the cauldron, the ingredients, and the cash register. I was able to press E on the cauldron and it told me it was empty. The ingredients were pickup-able but would not actually interact with anything as they were, I assume, supposed to, and clicking on the cash register would freeze the physics it seemed (game was still pause-able so it wasn't a full crash).
The room was cute and everything was pretty impressive for 3 days though!
Awesome vibes and visuals! The details to the audio placement were so cool too. And multiple radio stations!
I think the multiple steps were fine but having to do them for every drink was a bit daunting. There wasn't enough tools to work with to prep for multiple customers or rotations either. I felt like if I was able to brew up a big batch before starting the day and then be able to serve out peoples customizations, only having to brew smaller things throughout the day, I would have enjoyed my time a lot more, but this was really cool and fun nonetheless!
Amazing job!!
I really like looking at this game for some reason. The skybox, low resolution, limitless height with the smooth camera gave me Minecraft alpha vibes, I loved it.
However, I can't play clickers for very long so my tower only made it to about 5 blocks tall.
But I still enjoyed my time regardless! Good job :D
This was pretty great! My only gripe is that we cant really jump with Space while also hitting W. Made controlling it feel a bit weird but after the first 2 checkpoints I got the hang of it.
Besides that little thing, art was incredible. The first little cutscene was cool and the premise is pretty good! Could totally see this being a foddian-like game with a boss at the end after each door.
Good stuff!
I wish this game was getting more attention. I loved it!
I could totally see this working with more time. Like you start with a drop of 50 cubes, maybe 10 are needed to open a door, 25 to active a jump pad, and at least 20 for the goal to work. Lots of potential! Super well optimized as well. I was totally ready to see some lag spikes as I collected more cubes but I hit that thing like 9 times before going for the goal and it was smooth as butter.
Would have loved to see some more sound effects while the cubes were being dropped into the bucket as thats the serotonin I need, but I could have played hours of these levels without noticing.
Super well done!
As others have commented. The race itself is too slow. It would look like slot cars if it was sped up! Music is sweet and game looks really nice all around. Cool premise!
I struggled a bit in the beginning, mostly because one of the pieces is off screen and I missed in the description (more than once embarrassingly) that we had the ability to move the camera.
But all around, good stuff! The idea for the game is solid in my opinion and would totally play that.
Challenging but satisfying to finally reach that flag. The hit boxes for the rocks were a little unforgiving in my opinion but its clear everything was paced to be tricky.
A huge thing that would have made this feel a lot more polished would be to change the Stretch mode in the project settings to "viewport". Then the score text would be in the actual corner and we wouldn't be able to see the edges of the background.
Great fast play though!