Magical bombs to relax/defuse to by Sethios

:star: :bomb: :stars: YOU CAN DOWNLOAD THE LATEST VERSION OF THE GAME HERE: https://sethios.itch.io/magical-bombs-to-relaxdefuse-to for a better experience, but please play and rate version 0.1 (Which is available as a download on this page) first! :stars: :bomb: :star:
Every 10 seconds, a new bomb to defuse! In this (Not so) chill game, you play as witch girl, who has to defuse magical bombs that are relentlessly sent to her! Good thing she was studying, her notes on magic bomb defusal are available to consult on her computer!
:star: Controls:
- Left click: Interact with items or drag objects (Hold)
- Right click (When holding the magic wand): Cast a Hocus
:star: How to play (For the sake of the game's experience, only read this after giving understanding the game a good try):
Each bomb consists of a main core (Corresponding to the bomb's type), surrounded by up to 6 modules, which you have to disarm in any order to fully defuse the bomb. These modules are randomly picked between three types: - Elemental modules: To disarm them, you have to drag the corresponding potion to the module. The effect that each potion has on each module is determined by the bomb's type, make sure to check the right file on your computer. - Symbolic modules: To disarm them, you have to press the small rune at the bottom of the module until it displays the correct one, then press the confirm button. The solution to this module is shared by the different bomb types. - Alchemic modules: These modules have the particularity to look similar to the bomb's core, which makes them easy to overlook or mistake for the actual bomb. To disarm them, you have to grab the magic wand that is on your table and cast the corresponding number of hocuses (Right click) on the module.
The solutions depending on each case are stored in the files on Lofi Witch's computer, which you can consult with a left click.
:star: Credits:
- Game programming: Sébastien GUAROBER (@sethios)
- https://sethios.itch.io/
- Game design and art: Soulaymane GUIGON (@whitenoize)
- https://whitenoize.itch.io/
:star: Additional assets:
- Cartoon FX Remaster by Jean Moreno
- Font: Milky Coffee
:star: Patch notes:
Monday, October 10th - Post Jam Patch :
- Fixed a bug that would consider the second bomb as defused despite all the modules not being defused.
- Fixed a bug that would add an extra module on top of the ones already existing, falsifying the number of modules per difficulty level.
- Fixed a bug where the game would stop sending bombs to the player after a certain number.
- Fixed an issue where the alchemic modules would always be of the same type than the bomb.
- Fixed an issue where modules that appear below the bomb end up impossible to interact with due to the HUD blocking the interaction.
- Added an outline effect to interactable objects when the player hovers the mouse on them.
- Changed the hocus' VFX layer setting so that it appears in front of the magic wand.
| Itch.io | https://sethios.itch.io/magical-bombs-to-relaxdefuse-to |
| Original URL | https://ldjam.com/events/ludum-dare/51/magical-bombs-to-relaxdefuse-to |
Ratings
| Overall | 498th | 3.606⭐ | 35🧑⚖️ |
| Fun | 642th | 3.318⭐ | 35🧑⚖️ |
| Innovation | 243th | 3.727⭐ | 35🧑⚖️ |
| Theme | 209th | 4.061⭐ | 35🧑⚖️ |
| Graphics | 283th | 4.059⭐ | 36🧑⚖️ |
| Humor | 399th | 3.172⭐ | 34🧑⚖️ |
| Mood | 163th | 3.97⭐ | 35🧑⚖️ |
| Given | 39🗳️ | 48🗨️ |
Matching the rune was the hardest for me, wand casting was a nice break.
Good job!
Because once everything was clear, the game was fun! Identifying the stars by trial and error was a great puzzle, as much as learning the potions and symbols combinations! I finished with a score of 31, then the game didn't send me a next bomb. I'll take that as a win state! :p Also despite the readability issue, I like the visuals of the game. And presenting the rules in the format of virtual folders is a pretty fun idea! I had a great time playing this and learning how to defuse magic bombs. Good work!
I wonder if the "levels" were at least partially hand crafted. The difficulty progression was really well done and it seemed to throw these interesting levels at you sometimes, it felt better than just random levels (or if it's random levels I just got lucky :D). The art and music were both great, actually surprisingly chill to play after you get used to the rules!
We're glad you enjoyed the game despite these flaws! For the issue of the game not sending you any bomb after a score of 31, it is a bug with the difficulty system that is now fixed, sorry you suffered from it :/ Congratulations for reaching such a high score though!
For the levels, we've made a dynamic difficulty system tied to the in-game score. To try and explain it shortly, we have made multiple difficulty levels that slightly alter the algorithm for constructing the bomb (It notably alters the number of possible modules for the current bomb, as well as the probabilities of some modules appearing over others...) This difficulty then goes up depending on the player's score. This is how we could for example create the first levels that serve as an introduction to a type of module (We would only make one of this specific type of module available to appear on the bomb for the current level) before ramping up in difficulty. Then, it was just a matter of configuring the next difficulties to give the player a good difficulty curve. We didn't have a lot of time to finetune it, so we're glad it provided a good experience!
This is against the rules because you removed the original version. Please upload a web build.
About the gameplay, elemental modules are simple enough, select the correct ingredient from a look up table. The player being able to memorize the table after some time gives a good sense of improvement and looking these up isn't too hard either.
Symbolic modules are rather pointless in the current state of the game as they can easily be disarmed by brute forcing, just try each symbol until you get the right one, there's no punishment for getting it wrong.
I didn't really understand the alchemic modules, they never disarmed regardless of my actions :F
It would be nice if the next bomb was delivered immediately after the current one is defused, waiting for the next bomb to arrive hurts pacing after the player masters the basics of single module bombs
good entry overall :]
Overall, I really liked it! The idea of having to do research to figure things out within 10 seconds is pretty cool, it's a refreshing take on the usual "microgame" style. I also really love the comfy vibes. Everything felt pretty intuitive aside from the wand (which i had to read your game description to understand).
I guess my only real complaint is that it doesn't go deep enough! I want folders within folders, hit me with the wikipedia experience lol. I would like to have more incentive to preemptively research things I haven't seen yet, just to be prepared for them when they do show up.
P.S. Regarding submission rules, you're allowed to re-upload to fix actual bugs, but gameplay tweaks and cosmetic changes are forbidden. "Quality of life" changes would fall under the latter, unless you could honestly say that it was intended to be there in the first place, and a bug caused it to be missing.