Wicked Wanderings by Trifectuh
Description
Wicked Wanderings is a top-down foraging game. Start with nothing, find ingredients and unlock recipes to make exciting potions, then sell those potions to the townsfolk. What will it take to make your first $1000?
Controls and Information
WASD/ZQSD/Arrow keys - Move up/left/down/right
E - Interact: Add item to inventory, drop held item into cauldron, sell item to townsperson, continue dialog
Tab - Open/close inventory
L-Click - Select item in inventory
Double-Click - Carry selected item in hand (then [E] drop in cauldron or sell to Petunia)
Screenshots

Tools
Engine - Godot Engine 3.1.1
Art - Aseprite/Piskel
Music - Ableton live
Team
Nathan Wash - Code, Inventory and crafting
Trifectuh - Code, Project pre-work, Dialog and map
Polkadotbot - Art, direction, cute lil' witch houses
TheDecider - Code, Ingredient generation, Inventory
ChuckD - Music and sound effects
Eric Schneider - Character art, tileset art
Previous games
Feedback Blogpost
Wicked Wanderings: Implementing Feedback
Note: If you get an error when loading the web player, try turning off your ad-blocker
| Youtube | https://trifectuh.itch.io/wicked-wanderings |
| Youtube | https://github.com/justinwash/Ludum-Dare-45/tree/master/jam/witch |
| Original URL | https://ldjam.com/events/ludum-dare/45/wicked-wanderings |
Ratings
| Overall | 684th | 3.337⭐ | 48🧑⚖️ |
| Fun | 732th | 3.067⭐ | 47🧑⚖️ |
| Innovation | 634th | 3.089⭐ | 47🧑⚖️ |
| Theme | 585th | 3.278⭐ | 47🧑⚖️ |
| Graphics | 602th | 3.457⭐ | 49🧑⚖️ |
| Audio | 411th | 3.278⭐ | 47🧑⚖️ |
| Humor | 525th | 2.797⭐ | 39🧑⚖️ |
| Mood | 582th | 3.314⭐ | 45🧑⚖️ |
| Given | 32🗳️ | 69🗨️ |
I like the diversity of options and effort put into a dialog system + inventory + goals.
One thing I would tweak for next time is to simplify the inputs needed for the crafting loop. Right now, it takes 4 interactions to put something in the cauldron (tab + click + space + e). You could make the inventory open automatically when near a cauldron/NPC and swap the item with one click, making it much easier to combine many things.
Thanks again!
EDIT: Okay I just noticed the control scheme on LD is said to be WASD but that wasn't the case for me, WASD didn't do anything, had to use arrows.
EDIT2: Okay now the LD description got fixed X) Nevermind the edits lmao
and 20% spooky

Lets make a potion together!
Edit: Nevermind, missed the double click.
The idea of collecting ingredients is neat, but it needs a little work. Maybe the ingredients could be found on specific environmental objects? Also, it would be interesting if new ingredients would start to spawn as you learn new potion recipes.
The art is alright, though the style is a little inconsistent. ie. Some objects have outlines, others don't. For some reason the NPC text is blurry.
Sorry if that seems like a lot of criticism. This is probably one of the more ambitious games I've played this LD so far. Since there's a good amount going on, there's a lot of room for feedback. It's a good enough concept that it may be worth developing the game further.
Controls:
The controls could definitely be streamlined, some other commentors mentioned this too. I'm thinking a context-sensitive menu would make crafting a lot less tedious. I.e. you select an item while standing next to the cauldron and it just auto-places it in the cauldron for you and leaves the menu open.
Ingredient Gathering:
This is feedback I haven't seen on here yet, but was mentioned by a few of my friends that played it. The original idea was to have a heavily dialog driven game where you have to talk to the other NPC's to learn about ingredients and recipes, which would then spawn in the world or allow you to craft them. We just simply ran out of time to implement so much dialog after getting the crafting system running.
Art:
The inconsistency is due to some of the sprites being "dev art", like the "Leaf" sprite was meant to be replaced and we just didn't find time for it. The good-looking art was actually done by the artists :)
Thanks again for the valuable criticism.
* FYI, when your game is in normal mode instead of fullscreen on the web build, your font overlaps (see attached photo)
* From a pacing perspective, I'd put Petunia after the cauldron (maybe where the guy is?)...I hadn't even realized how to make potions when she told me I could combine them. This is a super teensy nitpick though.
* It'd be helpful to have some feedback for selling ingredients/potions...I totally thought Petunia just stiffed me (+$XX rising up from her and fading out as it goes up would also allow me to easily see how much I'm getting for the things I sell her!)
* The music is super cute! a little short. an easy hack to make game music longer is to build it over time (eg add a track in every 2 or 4 bars instead of all at once), then remove tracks the same way...it gives a bit of arc and length to the music without needing to write more music :stuck_out_tongue_closed_eyes:
* Sound effects (eg for walking and item pick up/drop off) would make it feel even juicier!
* It took me awhile to figure out what the green box over the cauldron was for...that interaction could use some finessing.
* How do I interact with the guy? There's no interaction speech bubble, and I've tried giving him potions or ingredients to cheer him up, but he still won't talk to me! :cry:
* It would be great if you could select several items from your inventory at once...making potions got repetitive after awhile.
Overall, really nice work! Looking forward to your future jam games!

- Interesting, what browser are you using? On Chrome the font appears correctly (at least for me).
- I agree, if we continue work on this then Petunia will end up somewhere else or turn into multiple NPCs that you sell different potions to.
- At one point Petunia would give you a "Thanks!" bubble after selling something to her. Her dialog interaction is actually written differently from other NPCs since she doubles as an "interactable" like the cauldron and she ended up getting her dialog broken a few hours before deadline. I fixed it for the most part but forgot about the feedback bubble for selling something. She needs a bit of TLC to fix her dialog bubbles not showing up correctly if you're already standing in her area and put something in your hand to sell too.
- I agree the music tracks loop pretty quick. If we keep working on it we'd probably add some length to them and make more tracks that swap in when you go to different areas so it doesn't get so repetitive.
- Sound effects are a great idea!
- Ya the cauldron was also my work before I totally understood the UI system in Godot Engine. That ingredient box definitely needs to be cleaned up. I think it ought to have the same cool scroll texture as the dialog boxes too.
- Hahaha ya I mentioned dialogs getting broken, the guy had dialog at one point and we totally blanked on fixing it before the deadline.
- A lot of other players mentioned in their feedback that the crafting system was pretty tedious too. I posted some thoughts on how to fix that in other comments, but basically having the menu be context sensitive to whatever you're standing next to would solve a lot of the clunkiness.
And since you took so much time to write all that feedback I'll write some more on our original ideas.
- We wanted to have a lot more NPCs that would unlock different ingredients on the map or give you potion recipes but time constraint just didn't allow for it. Would have added a lot more depth to the game overall.
- It's actually possible (or at least should be) to drink the potions, but they all just flash the screen, we ran out of time to actually add effects to them or give other NPCs interactions with them. One idea we had; we thought it would be funny if after drinking a Potion of Toadspeak, you go back to the toad you speak to in English at the beginning and he just says "Ribbit!"
- The potion progression definitely needs a balance. To get to the final potion it requires a lot more elderberries and mushrooms than any other raw ingredient because I used the Potion of Minor Stomach Aches as an ingredient in too many recipes. Some players have reported that they can't actually reach the last potion because they run out of elderberries. I think there might be a difference in the random gen between desktop and web builds
Thanks again for all the valuable feedback! We really appreciate the time you took to play and review our game.
edit: I just realized you're the FairyTiles dev, I LOVED it!
I realy like the gameplay it just need a little more polish like finding ingredients around the town. Make me (the player) works for them!
Excellent graphics & audio that fit the idea!
And you made that using the amazing engine Godot!
I love the art and music too, our artists/musician did an amazing job!
This was my (personally) first jam and first real project in Godot, it was a lot of fun figuring it out. It seems like a pretty powerful engine and we'll definitely be making more projects in it.
I love the idea of NPCs wanting different potions or unlocking ingredients, especially the Toadspeak (I totally forgot to mention that in my previous wall of text, but the potion names are THE BEST)...making the potions have different effects on different characters would be a really fun easter egg!
For the title card bug, I was on the latest Chrome browser, but I'm also on a 15" Macbook, so my screen may be too small? Chrome was full screen though. It looks like an anchoring problem to me (like each word got pinned 100px from each edge, so when it got too small they just overlap eachother), but not 100% sure tho).
And I'm so glad you liked our game! We have tons of ideas for new storylines and audiovisual polish to add...I wish there was a game jam specifically for taking old game jam games to the next level :stuck_out_tongue_closed_eyes:
As far as the browser bug, that's super weird. I tried resizing my browser to a ton of sizes and refreshing the page but the most I was able to get it to do is give me a blank box and play the title music. The game itself doesn't run at a very high resolution so most things shouldn't have an issue. Could be specific to OS X Chrome maybe?
A Ludum Dare: Reboot where you take previous submissions and try to improve them would be super cool!
Thanks again!
Thank you for playing and for you feedback however. We appreciate you giving it a try and taking the time to rate.
I actually wrote a blogpost [found here](https://ldjam.com/events/ludum-dare/45/wicked-wanderings/wicked-wanders-implementing-feedback) about how we're working on fixing the controls and menu experience.
I had a lot of fun coming up with all the potions and recipes, glad you enjoyed it! :)
In the future we will probably change the way items work completely so they don't just appear all over the ground. Most likely the player will need to talk to an NPC who will tell the player where they can find an ingredient, and then the ingredient will spawn and replenish on certain trees/bushes/etc.
Thanks for taking the time to play and leave feedback!
In any case, good work so far, and, looking forward to the updates!

We don't feel good about updating the jam version but will post a link to the fixed up and updated one after the rating period has ended. Thanks again for playing!