Post-Jam Update


I had originally planned to add both the post and pre jam versions for comparison but I accidentally deleted the jam version. Heck.


That being said, I challenged myself to iterate upon feedback I'd received over the jam, but limit myself to one extra day of dev time.  Here's what I got done and why:

  • Enable The Tutorial
    • A simple mistake we'd made when uploading disabled the tutorial entirely. It was already complete so this was literally just a case of flipping a boolean. >_>

  • Add Cauldron SFX
    • Added bubbling sfx to the cauldron, one of those things that was ready to go in and just slipped my mind. Tied the pitch and volume to the speed scale of the bubble particles. I wanted to tween these values so it was less of a harsh transition between states, but ran out of time.

  • Add Options Menu
    • One of those things that always gets dropped in a game jam I suppose. Just reused the scene transition for the background. Added a volume slider. 

  • Bug Fixes
    • Most common bug report I got was ingredients getting stuck in the cauldron and not regenerating. We were aware of this bug before uploading but couldn't figure out how to fix it in time. The problem was tweens getting interrupted because everything was basically shoved into a single function. Implementing a state machine would've fixed this nicely, but I just split the functions up and created a hacky pseudo-state machine and it seems to work fine.

  • Add Color Blind Modes
    • Being able to distinguish the different coloured ingredients was kinda important so I added some colourblindness options. Had to clean up a lot of code mess to make things modulate at runtime, but overall this feature didn't take much time to code. Took a while to create colour schemes that work with each kind of blindness though.

  • Add Alternate Controls
    • I had intended to add a toggle click option from the start but obviously ran out of time, so I made sure to add it to the update. The alternate keybinds option is an illusion, it only changes the sprites for the control hints. You can use either WADS or arrow keys at any time without changing the options - I ran out of time to implement a proper input mapping script.

  • Optimise Assets
    • Cleaned up the directory of old unused sprites and converted BGMs from wav to ogg. This alone took the game size from 76mb to 25mb, could definitely get lower if I had more time for it.

  • Redesigned Art
    • Changed the sprite for the potion preview apparatus to make it more clear what was going on.  Added inscriptions of the different element states to the edges of the potion book's pages for easier reference. Also changed the contrast on the pressure gauge to make it more distinguishable when correctly lit. Touched up lil buddy's panic animation.

  • Rebalancing
    • Made the difficulty start slower with less things getting enchanted at once and slowly ramping up as you complete potions. Empty bottles will no longer become enchanted until you reach a certain level. This could definitely use more work.

We had a great time with this jam and learned a lot! Thanks for playing everyone!

Files

Potion Panik - Post Jam Update Play in browser
Jul 22, 2020

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