Clapchemy
4th game, this time for a full two weeks game jam! The theme were Alchemy and Shadows. And, oh boy, that was exhausting.
Control an alchemist who, to use spells, first has to assign materials to his gauntlets and clap to cast them. Gather new resources to be able to create new formulas by killing enemies, destroying objects or just by finding them.
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Controls:
Move using the "WASD" keys
You can Dash using the space key.
Use the Tab key or the mouse right button to open or close the alchemy menu
Open the Notebook sub-menu by clicking the notebook icon in the alchemy menu.
You can scroll between assigned spells with "Q" or "E" and using the mouse wheel.
To cast a spell, just left click.
I made so the player can't die despite loosing all the health, just so the user can test and play with the spells and don't have to start each time. The enemies are a bit ruthless...
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This time everything was done by me, no resource or asset from the store, and it shows...
For this project I had to learn many new things for the menus, sub-menus, enemy behaviors, projectiles, hitboxes, items...
The menus and sub-menus are handled with managers that stick everything together with duck-tape exchanging info. I don't like how everything needs everything to the point I found myself I can't use anything by itself.
The alchemy spells where coded in a way that creating a new one is very easy to me. I could make more, but I left the available ones to have it simple.
The hitboxes between enemies, projectiles and the level itself were coded just the best I could, but I know it was not the proper way. I have to learn how to uses properly the area triggers and the engines layers and masks. For the next one!
Overall, although I was able to do most of what I wanted, I found that trying to implement too many things in such a short time can be quite a puzzle to assemble.
Well, that's how you learn.
This Jam requires a design document, so there you can learn about the game and check how to make the available spells.
https://docs.google.com/document/d/1Vu05Ed_bujCCEjpg3tBdMNXu7tZu-qa1W5-_KraLars/...
Thank you very much for playing!
Updated | 8 days ago |
Status | In development |
Platforms | HTML5 |
Rating | Rated 4.0 out of 5 stars (1 total ratings) |
Author | Gurk |
Genre | Action |
Made with | Godot |
Download
Development log
- Source code8 days ago
Comments
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I really liked your notes on what you did how and why. Always interesting to see developer notes.
At first, I thought the notebook would show me how to make spells. Then it took a bit for me to figure out the alchemy menu.
Trying to craft new spells and discovering new ingredients is a really fun game mechanic.
When I met the rocky shield enemy, I first thought you have to find a specific spell to overcome the shield because there was no visual effect of doing damage to it.
The boss fight would probably be a bit too difficult if death was not disabled because I got stuck multiple times between the four shadowy enemies in the middle.
A Fullscreen mode would be nice. FYI, itch.io has an option to show a Fullscreen button, but you might need to adjust some export settings for scaling.
Congratulations on publishing your fourth game!
You seem to be the only person using godot that has their web build working!
Nuh uh
The Godot builds not working is due to itch.io random Game Jam Submission feature, opening the game in its own tab fixes the issue. that said I don't know why this game is unaffected by it.
I didn't do anything special to export it, the only thing I can think of, is that I did the game in 4.3 that is still cooking.
4.3 is probably why it works, any web exports from 4.2 require SharedArrayBuffer to be enabled in Itch.io. glad to know it's not needed for 4.3
the glitch happening with 4.2 projects, is when using the Game Jams Random Submission Feature, SharedArrayBuffer doesn't work, which makes any web build error upon loading. its easily fixed by opening the project without using the Random Submission Feature, but many people don't know that yet.