Get back what belongs to you!

You wake up to a weird noise coming from your cauldron room. When you go in to check, you find a big evil ghost stealing your potion recipes book, then vanishing! Now you gotta find him in a randomly generated library full of ghosts and magic!

Instructions
  • Arrow keys to move
  • 1 to use healing potion
  • 2 to use strength potion
  • M to toggle minimap
  • Alt+enter to toggle on fullscreen
During battle:
  • 1 to throw fire
  • 2 to throw ice
  • 3 to throw water
  • 4 to use healing potion

Fire beats ice, ice beats water and water beats fire. Some ghosts will prefer to throw certain powers than the others, you can tell just by looking at them! A ghost may drop a healing or strenght potion after being defeated.

Credits
  • Arthurgps2 - Coding
  • Beast - Graphics, art
  • Aznaldor - Music
Extra credits
  • Nemon.M - Title, brainstorming
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  • Funny cat Lord
    Lv. 8

    For a two day project, it's impressive how much is in here. The dread of seeing the boss have a healthbar twice my size has had me looking for patterns in their behaviour. My biggest criticism would be how unnecessary fights are - It's not worth it to risk taking damage when you might not even get a potion in return.

    Sheol
    Submitted

    Sheol

  • Fachewachewa
    Patron

    Beat the game on my third try, but I got carried by the 6 health potion I dropped (I only had 1 in both of my previous tries).
    I'm still not 100% sure how the randomness works. I though maybe each enemy type had a set pattern for each run but that might not be the case, the water spirit seemed to be completely random. Idk, it really feels like I didn't really win. I like the idea but it's missing something to make the combat and/or exploration more engaging.
    The presentation & audio was really solid though, and even if I wish there was more room types, it definitely worked well enough for a jam game.

  • Yosi
    Lv. 46

    I got up to a boss on one run, but I couldn't figure out which element it was using an eventually lost! Maybe I'm missing something, but it seemed like that fight was mostly luck based, unlike the normal enemy encounters that you could see the preferred element for.

  • Tydecon Games
    Patron

    I realyl like the random generation, exploration and rock-paper-scissors like battling in this game, however I think the only downside is that even if a ghost has a certain type they prefer, it doesn't stop them using others so it does come down to a game of chance, I would like to have seen some indication as to what they were about to fire so I could better prepare, even if it was just a brief flash of animation before they fire - other than that though, the procedural generation is great, the music is funky and I enjoyed the game itself so with that slight issue aside, I really did enjoy this one - great job! :)

  • Katsaii
    Lv. 7

    We need more games about witches!

    I like the art and the intro cutscenes were cute, but I think that the gameplay is pretty frustrating. I tended to just try and avoid fights whilst I was trying to find the boss because the reward for winning a fight wasn't large enough (you might get a potion, but most of the time you will leave with at least 1 health less).

  • Mimpy
    Lv. 26

    Took a few tries. Sometimes you just get beaten down in the first couple fights from taking lots of chip damage, and sometimes you get a few strength potions and wreck shop throughout the map to the end, haha. The random map generation does lend itself to discovery (I once got a map that was nothing but the winding bookcase layout on every square, haha!) but I think it could even go a step further, like placing potions in chests in the overworld that you could discover.

    The little scribble style cinematics are very cute.

  • Seltzy
    Patron

    Nice game. Could've used a little more variety in map layouts and different room types. The combat could be unfair which is unsuprising considering it's random from what I can tell. It's just not fun losing the whole game because you were unlucky with battles and potions. Some kind of strategy implementation would have been nice.

  • SwiggityCricket
    Lv. 6

    Very cool dungeon crawler! The combat was cool at first, but after losing to random rock paper scissors a bunch I think you could have made it less random and more skill based somehow. Or maybe you have to "discover" some skills or something! I wasn't able to kill the boss because I kept losing to fire guys that played ice a bunch, but other than that I had fun.

  • GoblinBoy
    Patron

    Super cute game. Figuring out the method to the madness for defeating enemies is a great feeling. Unless I'm missing something I never ran into anything besides 3 different basic enemies so wandering around became a little dull after I figured them out. Overall I love the idea of turn based combat being little puzzles. Loved it.

  • 2102
    Patron

    Fun concept. A little limiting in the battle part, but it's a game jam, so that's to be expected. Cool procedural generation too.

  • Eric Blackburn
    Lv. 3

    It's very cutesy and stylstic, the combat felt more like "take random amount of damage" because it was rather luck based on how much damage you took, so it just felt like an rng test on how far you would get, since it was about getting enough potions and not taking a ton of damage in fights.