It's October and the yard is a mess! There's slime and unsealed magic everywhere! If you want to catch your favorite show today, you'd better clean it up before winter hits.
Arrow keys to move in the overworld, space to cast context-sensitive spell.
Dodge - Change positions in a puff of smoke because that's cool.
Seal - Mash the button to close the thing.
Lockpick - Tap space at just the right moment to unlock the chest and grab a potion.
I made everything (except the courier new font) in the 48 hours. I made all of the sound effects and instruments for the music in SFXR.
Special Thanks to LB for picking this version of the palette and to Matt K and Evan P for keeping my sanity over the weekend.
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Lv. 7
Beautiful art and awesome music! Sound effects were really nice too. The whole thing feels like a minigame section of some larger Earthbound-like RPG. I wish there was more diversity in the minigames, though! Will you keep working on this? I'd love to see it evolve into something bigger!
SubmittedA Kind of Magic
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Lv. 2
Thanks for checking out my game!
Yeah, I'd really like to see this game become more than the jam version as well, I have poked the game a little bit since the jam ended. Variety would've definitely helped, I made a minigame engine thinking it would save time, but it actually contributed to a more rigid design than what I was aiming for. Definitely one of the big things I would change in a post-jam version.
Thank you for your input!
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Patron
Lovely game, I'm leaving the end screen on while I write this :)
As other have said, the presentation is very nice, and the few issues I have are relatively small. The biggest one for me was the inputs. Having stuff happen on key release was a bit weird, and probably caused some confusion. It also makes the game feel less responsive. I also would have liked something else than space, I'm not that fond of having to mash keyboard keys. Thankfully the sealing minigame was pretty lenient.
Then yeah there's the slime appearing for a fraction of a second at the end. And also the dodge doesn't create any puff of smokes! I was lied to! :D Would definitely have loved some cartoony smoke particles hereSubmittedArctract
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Lv. 2
Oh yikes! Thanks for pointing out that puff of smoke thing, lol!
If there's one big takeaway for me, it's that the minigames really needed another design pass. They all follow the exact same framework to save programming time, which I later learned wasn't the best in practice, as that limits what the minigames can be and they all ended up being pretty "mashy". I would've loved to have a bit more variety in things to do.
Anyway, thanks for checking out my game and giving input! Very appreciated!
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Lv. 4
Great job submitting a game in 48 hours that has wonderful art, music and the first version of a start to finish play-through! A nit-picky critique of mine is that the lock pick mini-game was really difficult at first - I swear I was clicking spacebar at the right time! Then I realized that it registers the button "on-release". I think it would make more sense to be on button press? Lovely submission!
SubmittedShift Wizard
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Lv. 5
This is honestly probably my brain's fault, but I didn't really get most of the minigames.
But I really loved the vibe and the art, and the music at the end! So well done on that :)
SubmittedWillow Wood & Pillow Soot
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Lv. 46
The sealing minigame confused me a lot, seems like you can just mash the button whenever and you win? Regardless, this was a nice experience. The ending music is a real banger.
SubmittedWizard School
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Lv. 2
Thanks for checking out my game!
Yeah, to save time on programming, I had made a system for different kinds of input for the minigames, but most of it went unused because I had run out of time. Another thing I wish I had time to do is animate the actual impact of the spells, I feel that really contributes to the readability of the minigames.
Thank you for your feedback. It's appreciated!
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Lv. 2
A fun little concept, though it does become quite repetitive after a while (which is to be expected, this was made in the span of 48 hours after all).
What I really liked, however, was the presentation. Especially the music. Not even sure why, but the style (especially the music) felt very... almost nostalgic?SubmittedHow To Summon Demons 101
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Lv. 4
I liked the harmonious graphics, sound and gameplay style, they fit together well. Indeed, the mini games should be a bit more vary, maybe just to add more random elements. All in all I had a good time to play through and clean up the garden. :) Congrats!
SubmittedSpellCast Duel
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Lv. 7
Nice game with cute art and great music.
Pity that game is quite short and minigames became repetitive after a while.
Thanks for submission.
SubmittedThe Kingdom of Logic
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Patron
I think this was beautifully presented and had such a sweet retro vibe to it, the idea of mini games as spells was clever and interesting. I found the experience to be quite easy which, in one way was good as it was nice and chill, but on the other I would've liked to have seen some difficulty progression - good, solid entry though, my yard is now spotless :)
SubmittedDisco Diviner
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Patron
The idea of an RPG firing off microgames rather than any kind of other combat encounter is an interesting one! I'd be interested to see how that panned out in a game with a longer development time - what you have here is impressive for two days and has a lot of potential.
Cute graphics with a pleasing colour palette, fitting music and SFX, I wish the controls had been a lil clearer in-game rather than in a .txt though.
SubmittedTyping Your Bass
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Lv. 2
Thanks for checking out my game!
Yeah, giving a clearer direction to the player, especially in the minigames is something that definitely could be done better. Maybe even starting off with something that isn't time sensitive would help.
Thanks for your feedback! It's appreciated!
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Lv. 3
Fantastic art and music! A couple of criticisms:
- During the slime minigame, the slime sprite briefly appears in a lane different to the one that it travels through. It appears glitchy in an otherwise visually polished product.
- The slimes appear to teleport to you abruptly rather than approaching you. They also do this through walls. Either decreasing the approach speed, detection range, or doing a visibility check would improve the engagement with the slime I think.
SubmittedWizard Within
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Lv. 2
Thanks for playing my game!
The slime minigame was changed at the last minute (big mistake) and I agree that it comes across as glitchy.
As for the slimes in the overworld, I never even considered avoiding them in the design and I kind of love that idea now. I'll have to try that!
Thank you for your feedback!
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Lv. 43
I played your game on Stream : https://www.twitch.tv/videos/1628068563?t=00h17m13s
its was very charming, the only realy Complaint was the slime mini-game was a bit wonky.
SubmittedSpell-Wits