Witch Wanda: Wandaring Candyland

Witch Wanda: Wandaring Candyland

  • Kashmerlow
  • 1 month ago
  • 11th

Wanda returns, this time, to a strange land made out of candy, sweets and cake, to gather a collection of magical artifacts. In complete disbelief at what's in front of her, Wanda finds out that of the land is separated into layers of soft cake and sugary treats. As appetising as it might all be, she still has to gather all of the items in order to complete her mission.

It seems that the only way to reach them is to jump over the endless pits, though, between the floating islets and grab all of the artifacts. Shouldn't be too hard a job for Wanda... Hopefully.

Once you've gathered all of them, the mission is finally complete and Wanda can continue on her journey beyond!

To control Wanda, press the Arrow Keys or alternatively W, A, S and D.

Press X, Enter or the Space Bar to jump. To rotate the view around her, press the Q and E keys.

Press F11 to play using fullscreen mode.

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  • ohlordwhywhy

    Pretty graphics, nice palette, but I thought it didn't help with the platforming, made it harder to jump. Maybe add shadow to the player?

    • Katsaii
      • Level 6
      • Artist

      1mo ago

      Thanks! Since this is a common critique, we have plans to add a shadow when we develop a post-jam version.

  • Reaktori

    I love the graphics, very cute and lovely colors, and the sound is also great! It feels almost like puzzle game, trying to figure out the dimensions. Too bad it's quite short though.

    Shipwreck
    Submitted

    Shipwreck

  • Riuku
    • Level 15

    1mo ago

    Very cool! An interesting play on the importance of the camera angle. Reminds me of Fez. I do wish it was longer because I wanted to play more. I think there's plenty of potential for new game mechanics that use the camera angle in creative ways. I can easily imagine some secret spots on the map that are impossible to see unless you move the camera in just the right way.

    I like the aesthetic! A 3D game is always cool to see in gm48 but this one was a nice mix of 3d and nice small res pixel art, and the palette was very pleasing to the eye.

    Edit: I'm now reading other people's feedback and it looks like some weren't a fan of the orthographic view but honestly I thought that was what made the game unique! I think the platforming was in a good way challenging because of the camera and how you had to turn the camera to the right angle to make each jump.

    • Katsaii
      • Level 6
      • Artist

      1mo ago

      I appreciate the feedback! I really wish the game was longer as well, so me and my friend are planning a post-jam version that adds more interesting mechanics and (hopefully) a more open-world experience with multiple zones.

      The depth issues seem to be a hot topic, but I want to find a solution that preserves the orthographic camera since I also liked it.

  • Thomas Sjerps

    Impressive that you pulled off the 3D effect in such a short time! I sometimes had trouble with jumping from platform to platform, but the game's charm and visual polish made up for that :)

  • Chris

    Great job on the visuals and techno-wizardry you pulled off for the rotating view. Music was great too.

  • Fachewachewa

    The game needs a shadow!!!! !!
    !!!!
    Well, I know other have said this, and also that you need to rotate the camera to get a side view, which makes jumps way easier, but still. Sometimes you think a jump will be easy, and you fail miserably, and sometimes there's just something in the way so you can't get the right view.
    I also got confused for a few seconds with the first star, especially with the perspective, I though I was missing it.
    But apart from those two things, this was a really cool game. The perspective is pretty impressive, and I definitely wish it was longer. I feel like when I finally had the hang of it it was already over 😅

    • Katsaii
      • Level 6
      • Artist

      1mo ago

      I get it!!!! !!

      !!!!

      Honestly, seeing that the depth issues and the length of the game are the most common topics in the feedback I've received is at least comforting. It probably means there wasn't much else wrong with the game and that it just needs polishing.

  • arthurgps2

    A short game but a nice short game! I really like the visuals and the 3D camera, the only issue I had is that you can't really feel the depth of the objects, which made jumping between platforms a little too hard. Maybe adding a little shadow under the player would help. Despite that, nice little game! Really impressive that you did that in only 48 hours!

    PS: I noticed there's an .csv file included with the game, did you by any chance ask something about .csv files in one of the GameMaker Discord server's help channels? I remember seeing something asking about them.

    Dantoma
    Submitted

    Dantoma

    • Katsaii
      • Level 6
      • Artist

      1mo ago

      Thanks for the feedback! Basically the whole first day was spent trying to figure out how to get the 3D working, and so I had to deal with some of the depth issues just in order to get the game finished in time. Albeit, a shadow would have probably been pretty simple to implement, I just never considered it at the time! ヾ(≧へ≦)〃

  • Zen00
    • Level 14

    1mo ago

    Has a lot of potential, the camera perspective makes platforming less than pleasant though.

    • Katsaii
      • Level 6
      • Artist

      1mo ago

      Thanks. A perspective camera probably would have been better to use; this seems to be a common theme with all of the feedback.

  • Yosi
    • Level 32

    1mo ago

    Fun game! The artstyle is quite nice. It's definitely challenging to estimate some of the jumps, but with the fast respawns I was able to complete it quickly.

  • Mark Lohmann

    I love it a lot. It looks beautiful with a magical soundtrack and fun sfx.

    I was trying to get the first star for a long time even by jumping and walking around it for a long time until I gave up. That's when I realized I had already gotten the star and it was following me. Haha.

    Loved the candy canes in the ground! Great job

    • Katsaii
      • Level 6
      • Artist

      1mo ago

      I knew I should have did an animation for collecting a star but I wasn't sure how ambitious it would have been. It seems like a few people didn't notice when they collected the stars. (#`-_ゝ-)

      Still! I'm glad you enjoyed it!

  • ProfessorFunk

    a really cute, succinct puzzle platformer. Really crisp art direction and a great technical achievement. The sound design and music work so well with the overall feel. A really impressive and complete accomplishment for the 48 hours. You should be extremely happy with it!

    • Katsaii
      • Level 6
      • Artist

      1mo ago

      We are very happy with the result, we just wish that we could have added more to the level design. Maybe in the future!

  • kris24

    Wow, from a technical perspective that was incredibly impressive. Like, I wouldn't begin to have an idea how to do that. Like several of the others have said, I think having a shadow might have helped with depth perception in some cases, but since the player's position was always saved, making a mistake wasn't a big deal. The art and music were all really charming too!

  • Luke Peña

    That's prettty amazing and clever! I'm not sure how much it really fit the theme, but I'm also not sure how much I care, haha. Is that done with any actual 3d functions? Or all tricks and illusions?

    • Katsaii
      • Level 6
      • Artist

      1mo ago

      Thanks! The only real 3D function that was used was gpu_set_ztestenable for the depth sorting. The rest is all manually computed rotations, mainly because I couldn't figure out how to get 3D cameras to work with billboarded sprites.

  • Tydecon Games

    Truly stunning - the cutesy graphics and artwork are one thing but the sheer genius to put together a 3D game like this is a marvel of your coding ability and I am so impressed by that, amazing job! :)

  • q_q
    q_q
    • Level 3

    1mo ago

    Real nice visuals and theme! Good job putting everything up in 2 days work!

    Feedback:

    • Had a hard time to graps the depth and navigate the level unfortunatelly...
    • Nice music
    WHO AM I ?
    Submitted

    WHO AM I ?

  • GoblinBoy

    Very short and sweet.

    Super cool visuals and mechanic, especially for a 48 jam!

    My only problem was that it was hard to gauge depth sometimes but rotating the camera a bit solved that for the most part.

    Overall one of my favorites so far.

  • Junction Games

    Super cool rotating graphics! I wish there was a shadow underneath the character, so I would know where I was landing, but other than that, I thought it was really well made. Good art style and 2d/3d mix.

  • Mimpy
    • Level 24

    1mo ago

    Very cool visuals. I really dig the billboard-style sprites like the trees and candy corn. As for navigating, I found the best way to move was to consistently spin the camera around and sorta twirl my controls to match, that way I could gauge the depth of things more effectively.

    I like the idea of collecting stars and having them follow you, I'd have liked some kind of sound or indicator that I collected the star though. When I got the first one, it didn't react, so I thought that I hadn't actually collected it until I walked away and it started following.

    How did Wanda get stuck in this candy land? Where's her broom? Maybe she should try using a candy cane like a broom to escape.

    • Katsaii
      • Level 6
      • Artist

      1mo ago

      Thank you for the feedback! I agree that depth-perception on this is a bit bad right now. It seems to be a common complaint currently.

      There actually is a sound effect when collecting the stars, for some reason it's very quiet (even when boosted to 2x gain).

  • switecom

    Great visuals! The environment, especially the foliage gets in the way when playing, even though there is the option to rotate the view. Another big point is that with a platformer game like this it would be great to have some sort of shadow for the character, otherwise the player won't know where he is landing when jumping. Walking also felt pretty slow & heavy. A beautifully created game, but the gameplay itself feels a bit bland. Thumbs up for the pastel scheme!

    • Katsaii
      • Level 6
      • Artist

      1mo ago

      Thanks for playing. Originally I didn't understand why a shadow would be very useful, because for most jumps you would be over a gap, and therefore not see a shadow until the moment you land. Though, after discussing this with others I do think it would have been a good idea to include a shadow below the player.

      I'm glad you liked the aesthetics!

  • A Beast of Prey

    -What a cute Game- 1: The Camera works fine most of the Time. But sometimes the environment is in the way and you only see the character but not the next Platform that you want to jump to. 2: I also do not know exactly where the discovery is. 3:The Game was fun to play 4: the visuals were pretty adorable 5: i like how the Punishment of dying is not huge (you restart where you die). It makes up for confusing camera angles

    Dantoma
    Submitted

    Dantoma

    • Katsaii
      • Level 6
      • Artist

      1mo ago

      Thanks for taking the time to play the game! When we came up with the idea, we wanted the game to be a pretty large open world where you could explore and find stars by completing various platforming challenges, or rotating the camera. Unfortunately we ran out of time and so the level design suffered because of that.

  • Anonymous
    Anonymous Avatar
    Anonymous

    1mo ago

    Very cool idea! I loved the aesthetic and the gameplay and the vibe! my only concern is that the use of the perspective was more of a bump of a ride than a feature. It looks great though, I had wished that we could use that perspective shift to discover a secret passage or some sort or play on the logics of reality.

    • Katsaii
      • Level 6
      • Artist

      1mo ago

      Thanks for the feedback! I agree with the points you've made. In the future I'll probably try and figure out perspective projection to help with depth perception.

  • SwiggityCricket

    Very, very cool. I can't believe you managed to do this type of isometric camera in 48 hours. The art was super cute, the sounds and music fit. The controls were fantastic too- not sure how you made it "help" the player during perspective-dependent jumps but it works really well. Nice!

    Not super sure this really fits the theme of discovery though, as it felt more like collecting the stars since I could see them all from the beginning.

    • Katsaii
      • Level 6
      • Artist

      1mo ago

      Thanks for the feedback! You're right, we never managed to meet our vision because we started off very slowly with only a rough idea. We had hoped for the game to be a much larger open world , but most time was spent on the graphics and collision system, leaving the level design as an after-thought.

      In fact, it was such an after-thought that the level was only designed in the last 30 minutes. In a post-jam version, I'd love to actually do that large open world, with multiple "biomes" or areas you can explore.