The Cauldron Coven Coalition by Sarah
KNOWN ISSUES:
- UI breaks on 4k screens (WORKING ON THIS)
- It takes 4 clicks to place a witch (this wont change but it is painful atm)
- The element types are hard to tell, but they are based on colour
- Spell Fusion was supposed to be a thing between some elements, which is why the UI is annoying, setting up spell fusion was meant to be a part of that menu
The Cauldron Coven Coalition Needs Your Help!
The world randomly generates each time, so if your layout is meh, JUST RELOAD THE GAME and try again :3
ELEMENT TYPE MATCHUPS
Red-----------Fire: Strong Against -> Space Weak To -> Water
Yellow--Electricity: Strong Against -> Water Weak To -> Ground
Green-------Poison: Strong Against -> Ground Weak To -> Air
Purple----------Time: Strong Against -> Air Weak To -> Space
Blue---------Water: Strong Against -> Fire Weak To -> Electricity
Orange-----Ground: Strong Against -> Electricity Weak To -> Poison
Teal-------------Air: Strong Against -> Poison Weak To -> Time
Pink-------Space: Strong Against -> Time Weak To -> Fire
- An element will do 8 damage to one it's strong against
- An element will do 5 damage to one it's neutral against
- An element will do 1 damage to one it's weak against
This is a tower defense-y game!
Place witches to take out the villagers and PROTECT THE WITCH HUT until morning!
The annual Halloween Party is happening at the CCC Headquarters, the Cauldron Coven Coalition throws the best party! But the nearby village has heard about the party, and they aren't happy about it...
This is my FIRST GAME IN GODOT(4.1) and it was a blast to make! I've been using unity for 10+ years and I was really scared to make the plunge and try a new engine, BUT IT WAS WORTH IT! Joel (frozenfire92) also learned how to use Godot for the first time for Ludum Dare and we both definitely recommmend you try it yourself (you know why)!
Gameplay:
- You can place each witch once, if you place her a second time, she will just move!
- If a witch gets knocked out, bring her back by placing her in the forest again!
- Unlock new witches throughout the night to help out
- Survive till 6:00AM to win!
- Game over if the witch hut loses all its health
Elements:
Fire, Electricity, Poison, Time, Water, Ground, Air, Space
Each element has a Weaknesss, a Strenght and Allies
- Elemental attacks will do more damage to elements they are strong against
- Elemental attacks will do less damage to elements they are weak against
- The goal was to have Allied Witches use Spell Fusion to create stronger attacks
- But we ran out of time for Spell Fusion
Controls:
Move Camera: Arrows/WASD
Zoom Camera: Q - E
Place Witch: Left Click (After selecting in Menu)
Cancel Placement: Right Click
Made in: Godot 4.1
Code by: Sarah && Joel(Frozenfire92)
Art by: Underlig
Music by: Incompetech <3
p.s. This is my first time ever making a game in Godot, so there are likely bugs I don't know about! Feel free to let me know :3 AND THANKS FOR CHECKING OUT OUR GAME <3
Ludum Dare 54 - Limited Space
| Link | https://infinitelysarah.itch.io/the-cauldron-coven-coalition |
| Original URL | https://ldjam.com/events/ludum-dare/54/the-cauldron-coven-coalition |
Ratings
| Overall | 873th | 3.204⭐ | 29🧑⚖️ |
| Fun | 884th | 3.019⭐ | 29🧑⚖️ |
| Innovation | 1027th | 2.63⭐ | 29🧑⚖️ |
| Theme | 1084th | 2.611⭐ | 29🧑⚖️ |
| Graphics | 481th | 3.759⭐ | 29🧑⚖️ |
| Humor | 829th | 2.3⭐ | 27🧑⚖️ |
| Mood | 532th | 3.574⭐ | 29🧑⚖️ |
| Given | 16🗳️ | 32🗨️ |
The game is lacking feedbacks, especially when the hut is getting hurt. it is easy to loose without even noticing it if you are in another part of the map. I also wonder why the map is so huge if we can only control at most 8 witch at the same time.
The art is really cute and well done, congratulation ! I also liked the little information tidbits on each witch : it added a lot of flavour ! Sadly I feel like the time spent on making so much quality art could be reduced a little bit to focus more on gameplay.
Since we have a dedicated artist, the amount of art is entirely unrelated to the code :) He was able to make a lot more than we were able to get implemented! We had plans to do some AOE spells as well
For now the only real way to tell, is by looking at how much damage an attack does to an HP bar above the enemy
@soda @mightystoosh @bellicapelli @burrowbling thanks for trying the game \o/
I noticed that I only got 7 witches unlocked out of 8 by the end. The meta setup I noticed for winning easily is to have the witches all be close together at the hut.
I think the UI could be a bit more intuitive. You could probably have the witch types aligned across the top instead of in a submenu. This way placing a witch would take two clicks, while currently it takes 4.
I think the weaknesses and elements could be better communicated in game, I wasn't sure how to interact with those.
I think the game could use some sound effects as well
To second the comment above putting all the witches around the hut felt pretty meta, it made the game somewhat easy after I figured it out.
@phillips-albright I definitely agree about the UI, I hate how many times I have to click haha but the panel was initally supposed to have some settings to change before you could place the witch. And there was supposed to be more than 8 witches as well. If I had known I was going to go with 1 of each type, I would have had it along the top bar or something nicer (:
@savolae the game was originally meant to be all on one screen, but since ....I couldn't quite figure out the camera the way I wanted it didn't work out haha
@hinesite If you just hit 6:00AM you win! It happens a bit suddenly, I should have waited for all mobs to die before we won, but you know xD I didn't even think about how small the button was in the build until I uploaded it and then it was too late haha
Thanks for trying it out :3 I absolutely have some ideas for a post jam version with the Spell Fusion ideas implemented!
The experience would be more enjoyable if I didn't have to separately open the witch selection panel, but instead there would always be a bar on the UI where I can select the witch icons with a single click and place it on the map with a second click.
Anyway I love the vibe, chill music fits to nice graphx.
I do like the music and the art. Though I do which the damage to the units was more clear than what it currently is. The witches probably have an effect on different enemy types, but just placing the witches and replacing them once they are killed worked too.
But, then again, quite good work overall! I love seeing randomly generated worlds in a Ludum Dare game!
@ayxs I actually just learned last night that the UI DOES NOT WORK at allll on a bigger screen resolution haha. Since I'm just learning to use godot for the game jam, I hadn't quite figured out how to change around with the window size. So I didn't make the UI scalable, but I should be able to fix that so that anyone can try it on any screen resolution
thanks for trying it out, despite all the issues! I barely managed to get the game playable without any breaking bugs at the end, so Im pretty happy with that state of it actually xD
Great cute game! Amazing first for Godot too! Love the music! Love the cute witches. Those villagers won't destroy MY coven!
Thanks for entering such a cute tower defense game! The only thing I see with it is that it sometimes seems to have been stretched past the witches menu? But that is something I'm working on getting better at in Godot too lol.
Overall solid entry! I look forward to seeing what you'll come up with next time! ^-^!

Overall though, I had fun, so great job on this game, especially with using Godot after moving from Unity!
I managed to survive and win, however, I couldn't fully use the mechanics -- it's hard to remember all the elements and really think which one I need where. I wish villagers came in smaller hoards at first. Also, even if I'm able to remember the colors, it's hard to recognize them.
A technical issue, if you try to move the camera out of bounds, looks like it's position keeps being increased or decreased, then you have to bring it all the way back until it's in bounds again.
Anyway, bypassing these issues, it's a nice and fun little game, good job!
The elements seemed not to matter much, or perhaps they did, but there was no time to consider the difference.
Perhaps a paused time plus some insights into who was coming?
Good spooky mood and music and the witches were pretty adorable.
Nicely done! :smiley:
The graphics and music are cute. I didn't find any bugs apparently.
The element mechanics, for me, were kind of useless. I randomly placed the witches and won anyway. Thinking of an effective way to use this mechanic can give your game excellent survival.
Congratulations!
We end up placing all the witches near the hut, as it is the place where they are the most efficient. I wasn't even thinking of the strength and weaknesses, because all the witches were firing at the villagers, so there always was the strong witch among them.
UI is a bit harsh as many other people already said it. Having to survive a whole night is a good idea, but everything is dark in the game and it is really hard to distinguish which witch is which (ha ha ha, sorry). To add confusion, some trees are hiding parts of the paths, and you don't see what witch and villagers is behind.
Nice game, I loved the graphics and visual effects. It was interesting enough to make me want to win it (I did at third try), but it needs a really big polish on UI and clarity.
