Witch Brunnette by joao-marcello

Objective:
- Fly around, get items and drop them on the cauldron. If you see some bats, just cast a spell on them.

Controls:
- Move: A/D/Left/Right
- Hover: W/Up/Space
- Spell: F/E/J/Mouse's right button
- Drop item: V/K/Q/Mouse's left button
Hint:
- Try make the dropped item bounce in the ground before enter the cauldron. You will earn much more points!
Credits:
- Code, Art and Sound by me.
Warning:
- If playing the Web version, click in the fullscreen button to mouse work properly.


| Link | https://joaomarcello.itch.io/witch-brunnette |
| Original URL | https://ldjam.com/events/ludum-dare/53/witch-brunnette |
Ratings
| Given | 35🗳️ | 61🗨️ |
Edit: I see you addressed the gravity. My bad.
Sorry, I really forgot the people who like to play with mouse :sweat_smile: .
I just uploaded a version with mouse control. Give it a try.
Now that you mention it, I also preferred the movement with a greater deceleration in the x axis.
I uploaded a fixed version.
It's nice to see another witch themed game for this jam in such a different direction from ours.
Really cute graphics and lovely gameplay! Well made.
Yeah, the 100k points from @blazerdom it's scaring me until now (my best was only 18k, so don't be so disappointed)
Let me talk about some points you mentioned:
- "I also noticed that bats periodically for some reason fly away. I think you needlessly limited their number."
I don't limited their number, but his time in field (20/25 secs). That's needed because the game quickly turn into a chaos if the player resolve don't immediately kill them and maybe that would frustrate some players.
As the time pass, the time for add a new bat will decrease but a I notice that even the minimum is a bit too large for some skillful players like you. I made some tests and adjusted some game parameters and now it seems a bit more balanced, but I will not uploaded the new version to not be unfair with others players trying to beat your score and with you, that spend some time making this absolutely insane score (yeah, I'm still impressed; when I have some time I will try to beat you to restore my Dev's dignity :smile: )
- "The optimal strategy at the moment is to fly above the ground, from one edge of the level to the other, parabolic around the enemies and not distracted by the falling wings."
Same strategy I use but you probably mastered the bouncing mechanic better than me hahaha!
By the way, very thanks for the detailed feedback :heart:
Some music would have been nice to set some ambience, but the sounds gave good confirmation if something did manage to land in the pot. Good work!
Some constructive criticism:
- Not being able to turn around until one loses all momentum in the opposite direction feels somewhat unintuitive and makes the gameplay a little frustrating at times because it adds an artificial difficulty to shooting the enemies.
- Since bouncing the items off the ground yields more points, it'd be nice if the bounce was a little higher. Not necessarily because it makes the game easier but because it'll feel more rewarding and satisfying to the players if they can manage to do it even without much practice. You can still add another level of difficulty by making it so that each additional bounce adds even more points.
Simple mechanics easy to get in to and enjoy!
I saw you used LOVE to make it, that was what I used to start learning how to make games years ago. I didn't realize love.js worked so well now!
Lucky we. In ouer game, we had a good music/sound guy
The player's movement was adjust and now it turns immediately to left/right.
About the bounce I'm still tuning some game parameters to reach some balance.
- "You can still add another level of difficulty by making it so that each additional bounce adds even more points"
This I will definitely add in post jam version (actually, it was the initial idea, but I had to change it because of jam's deadline) :sob:
Let me talk about some points you suggested:
- "Something else that might have been fun is having to pick up things from different heights, like apples from a tree"
That's was my initial concept, but I had to limit the game due the jam's deadline (but I will add this feature in a post jam version)
- "The mushrooms on the ground are low, and the falling bat wings are a dynamic target, something always up high would have been fun too"
Good point, I hadn't thought about that! I will definitely implement this!
About LÖVE: the love.js it's really great nowadays, but we need use it with some caution (no threads, no FFI, no stream audio, keep the game simple, etc)
The art is well made and really cute. I wish there was a cool soundtrack to go along with it, but the game is still good as it is! Well done :)
For some reason I got stuck in the score screen? Wasn't sure what's happening but typing the name and pressing any of the buttons didn't work. I refreshed the page to restart
The mouse coordinates only works properly if played in fullscreen mode (think I should add this info here in the Ludum Dare jam's page to guide others players).
Things get really hectic over time - maybe the game could use some kind of powerup system, like, giving you a purpose beyond score for putting ingredients in the cauldron? (Speaking of - I love how defeated bats drop wings you can use for ingredients!)
My only gripe with the presentation is the lack of music. A fun little background loop would've done a *lot* for the game. It's not catastrophic that it's missing, but it would've taken the polish to the next level, I think.
Bouncing the items was a bit hard, but that made it a fun challenge, too.
I didn't try to bounce the ingredients too much because it's too galaxy brain for me but it's a great idea for a mechanic. I love the graphics and the overall presentation. I missed some kind of an upgrade system as the player's projectiles are scarce and slow and there's not a lot of room to combat the bats past a certain point.
I really liked the art style and overall it's a very nice entry, good job!

Gameplay was nice, controls were kinda funny as there were many shcemes. After some experimenting I went with arrows + Q and E. Difficulty comes from turning around being so floaty that you have to plan where you do it. Also aiming stuff to the cauldron without falling in it is a challenge of its own.
Nice to see that you too have ingame highscores. I would have liked to make scores longer than 5 ranks but I understand that compact choice so there is no need to make complicated browsing scores that don't fit the screen.
you die at some point because you got too bored and stopped paying attention. If you keep your attention I think you can go forever