Witch in a hurry by hotaloca
Eleonara is a powerful witch. She loves to eat different specialties (like frog legs) - the food is her weakness. Sometimes however this has unintended consequences, and she is in a desperate need to help her belly with a strong potion! Otherwise... Help Eleonara to regain her strength, before it's TOO LATE!!
Coding: Unity Graphics: Affinity Designer Audio (Sound effects): Myself and gadgets around home + Audacity Audio (Music): Strofe AI
| Unity Source Code | http://choices.hu/witch/WitchInAHurry_Source.zip |
| Unity WebGL | https://choices.hu/witch/ |
| Original URL | https://ldjam.com/events/ludum-dare/51/witch-in-a-hurry |
Ratings
| Overall | 208th | 3.485⭐ | 35🧑⚖️ |
| Fun | 242th | 3.318⭐ | 35🧑⚖️ |
| Innovation | 171th | 3.485⭐ | 35🧑⚖️ |
| Theme | 135th | 3.833⭐ | 35🧑⚖️ |
| Graphics | 61th | 4.091⭐ | 35🧑⚖️ |
| Audio | 59th | 3.773⭐ | 35🧑⚖️ |
| Humor | 44th | 3.75⭐ | 34🧑⚖️ |
| Mood | 119th | 3.578⭐ | 34🧑⚖️ |
| Given | 31🗳️ | 41🗨️ |
Fun: The changing of keys was hard to parse with how quickly it left the screen. Sometimes The witch would mess herself as the keys changed because a movement key was changed to a pant explosion key.
Innovation: Very innovative!
Theme: Change keys every ten seconds :ballot_box_with_check:
Graphics: Love the monochrome 1 bit-y style.
Audio: Love the little effects and the music!
Humor: Witch needs to boom boom. Make potion and run into everything in the house. lel. Not bad :laughing:
Mood: Good, same as above.
I agree with @rob6566 that I'd like to have seen the movement keys all the time.
Changing the controls is a good idea but you should keep them displayed as it's already hard enough to switch from one to an other.
Very fun game, really cool pixel art, I love the palette. The sound effect when you step on the cats is hilarious. I broke a lot of glassware too.
Overall very few bad things to say about this, the one gripe I do have is that it is not easy to tell ahead of time when the controls will change. This wouldn't be such an issue if it didn't sometimes happen while you're already pressing the key that will kill you next. Oops! Because that's unfair and frustrating to the player, you should have either given a clearer video or audio warning before the change happens, such that the player can react and stop moving, or made sure that the kill buttons are never prior movement buttons.
The other issue is that the "flavor text" before a level starts isn't displayed long enough to read. Since you already have a skip button, the timer was probably superfluous to begin with, and such a short one is annoying.
Nice soundtrack, on the other hand. Very solid entry overall.
It seemed to only be an issue on the third stage, but it was hard to take note of the pants-pooping keys in the short time they showed on screen, so I wound up "letting loose" quite a few times. It was always entertaining and made me want to try again though, so I wouldn't really call it a critique. The art style was top tier, and the music and sound effects really rounded out the feel of the game. I would maybe add a small sound when the controls are about to change in addition to the visual feedback. Overall a very well done and polished game. My biggest complaint is that it was too short.