i am just here to say that your game is getting good and the project is amazing, stay motivated, i know how make a game is hard and i realy apreciate yours determination,
Thanks so much! We're hard at work, and we're nearing the next big update! Lots of new stuff, so get excited!
Actually this weekend though, we're participating in GMTK 2020 making a totally different game! It's probably just be a one-weekend project, so it won't cut into Kraft and Slash work time too much :)
Thanks again for the encouragement, it means a lot.
Hi, sorry but we're not planning to do that. I'll repost our reasoning from an older comment:
"We're planning to keep shoot to move for this game. It's an intentional design choice, and we want to find a way to make that work really well. This game is being designed for mobile, and while it's possible to get a WASD-like movement scheme on mobile, we've decided to stick with shoot-to-move and make it the core of our design philosophy
There are a few reasons I think it's a good choice. It creates a need to discover new weapons to find better movement options. It adds an additional balancing dimension around weapons; items that block enemy movement or increase player movement would be redundant with WASD control (in other words, it gives more room to design cool items). And lastly, it's something I want to explore and try to make as good as possible, since very few games use shoot-to-move as their movement mechanic.
I know this doesn't really give you what you want, but I hope you understand why we've made these choices."
Try taking a balanced set of weapons into combat - I usually try to have a movement item (Air, Motor, etc), a long range or fast short range weapon (spear, thunder sword, rusty metal, bottled items, lightning, etc), and a "Block" item (concrete block, tree, dirt, wood, cactus, etc). Once I implement weapon stats, it should be easier to pick your items before going into combat. Hope that helps!
Hmm, like the Compendium where you look up elements? You've tried dragging to the right to close, yeah? Any chance you could look in the dev console and see if an error is showing up?
If you don't want to see the lose screen, try winning instead!
Just kidding, I'll think about it - you'd basically like the option to go right back to the main menu when you lose? That seems simple enough - Kotocca and I will talk about it.
Hey! Sorry, I'm not sure I fully understand - Do you want to skip the opening scene where Kraft comes out of Rolf's store and sees the monsters for the first time? Do you want to skip the "tutorial" level?
That's actually one of the ideas I'm planning to try out! I'm not sure when our next patch will be but hopefully I'll get the combat stats finished for then.
Not sure if it's a problem with cromebooks, but I can't get past the first level. It may be a mistake on my part though, but I can't reach the rest of what seems to be a beautiful game without beating it ;-;
Hmm, well that's concerning. Unfortunately I don't have access to a chromebook to troubleshoot, do you think you could hop into our Discordfor a bit and help me figure it out?
Yeah, I had the same problem with other WebGL Unity projects. However, I do also have a laptop with windows. And yes, it does have the play store! I'll be back to rain praise soon! :)
restarting the whole game is too harsh of a punishment when you can't even move without weapons and have only health, make the player either more mobile or more tanky.
Thanks for the feedback! I'm not entirely happy with the difficulty level either, but I do think the game isn't far off the difficulty level I'd like. I'm comfortable with the game being decently hard. However, we're planning to add more progression mechanics so you can level up and get stronger between runs, so hopefully that helps remedy the feeling of frustration when you lose.
Additionally, once we get combat stats and level previews into the game, you'll be able to make better decisions about what to take with you into each level.
Hope these changes will do something to address your concerns, even if indirectly. Cheers!
what im thinking is take the player out of the cart and give him wasd movement, simple as that, it doesn't even have to be that much, just fast enough to dodge a few attacks, and you can keep the boost from using weapons, as combining both those movement methods will make a higher skill cap, allowing strafeing, dodging ranged attacks better, better meneuvering around enemies, and so much more, it will fix so many problems.
We're planning to keep shoot to move for this game. It's an intentional design choice, and we want to find a way to make that work really well. This game is being designed for mobile, and while it's possible to get a WASD-like movement scheme on mobile, we've decided to stick with shoot-to-move and make it the core of our design philosophy
There are a few reasons I think it's a good choice. It creates a need to discover new weapons to find better movement options. It adds an additional balancing dimension around weapons; items that block enemy movement or increase player movement would be redundant with WASD control (in other words, it gives more room to design cool items). And lastly, it's something I want to explore and try to make as good as possible, since very few games use shoot-to-move as their movement mechanic.
I know this doesn't really give you what you want, but I hope you understand why we've made these choices.
well my idea was to combine the two movement methods, allowing for both shootboosting and strafing, making the character agile instead of clunky, as the more clunky the controls the more permadeath will make you rage, and i think that combining simple wasd movement with shoot to move will make a game with a high skillcap and many ways to maneuver around your enemies.
okay! kept playing, but then i got a glitch? an enemy dropped a fridge, but when i got to the crafting screen, i had the forge unlocked too, all of the base elements were set to zero, if you try to do anything with the base elements or forge/fridge, it doesnt show up on the crafting table and you get the message about "you can't craft with two of the same items" and you can't advance to the next level? which kinda sucks.
i was having fun with crafting different flowers. i was super surprised the first time when the waterlily turned out to have such a huge range. i got the waterlily, firelily, cactus, goldenrod, and the cherry blossom.
but like, on another note?
i noticed that you can't see enemy projectiles behind trees, which makes it hard to dodge them sometimes. plus, having so many props means that sometimes the projectile bouncing gets a bit crazy? like, you can wedge yourself between the rocks and the bottom of the level in the first level and end up shooting backwards.
i mostly notice since i never use melee weapons. since, aside from the fire sword, they all kinda have a short range? i don't like getting anywhere close to enemies, since 3 hp + enemies that do damage on contact + weapon you have to get up close to use...
anyways! looking forward to keeping up with this game!
Hey there! Thanks for finding this bug, it ended up being the source of a number of small bugs on my to-do list (like items only sometimes staying equipped when you go into the crafting), so it was actually a huge help! I've fixed the bugs and they'll be working in the next update. Unfortunately, you'll have to avoid picking up fridges (and forges?) for the time being :(
I'll try some things to make projectiles appear behind trees, and if it doesn't affect performance I'll keep it in. The current solution where only the player and enemies behind trees make the trees go translucent was a mid-way solution keeping performance in mind, but I never actually tested with projectiles as well.
As for the melee vs projectile discussion, I agree with your sentiment. I think the problem is that melee weapons don't push the player back when they hit an enemy, which means that you'll continue moving towards an enemy even when you hit them (i.e. knockback is only applied to the enemy but not to the player, creating an awkward feeling "collision"). I think if I fix this so that the player is knocked back as well, melee weapons will feel a lot safer to use.
Thanks again for all your feedback. It helps a ton!
After doing some testing with melee weapons knocking back the player, I think they feel much better and safer to use. Instead of lunging forward and the player hitting into the enemy, it knocks you back a bit so you maintain distance between you and the enemy. Feels pretty good!
If you're interested in beta testing, hop on our discord and let's talk :)
i really love this game as a concept because it's cute and i like trying to make different combos but like?? it's also kind of frustrating but for mostly avoidable reasons, and by that i mean the movement system.
it's awkward to try and shoot things sometimes because you can lunge but end up too close or shoot a projectile and then end up moving backwards and have to awkwardly shuffle back into position.
it makes it harder than it has to be to try and dodge attacks, which, when combined with the fact that you only have three hp means you have a lot of avoidable game overs.
plus, the ambushes that start around level four are really rude on a conceptual level. if you go for the sword, you're surrounded with trees and things that will kill you when you run into them. if you ignore it and go for the exit, there's an ambush of fast-moving monsters.
it would also be nice to know what exactly each attack will do in battle beforehand, but i saw that there's a combat stats in the compendium, so i'm sure you've got that covered.
anyways, thanks for this cute game! i love the graphics update and cat puns and i'm looking forward to what it'll end up becoming!
Thanks a bunch for all the feedback! It helps to hear what people like and dislike.
The "shoot to move" mechanic is by far the most contentious issue people have with the game. Some people really like it, and others really really dislike it. For the time being, we're planning to keep this mechanic since our target is mobile devices, and we like this control scheme on mobile. If we decide to move to PC or console, we'll definitely have to reconsider.
On that note, I do like the fact that shoot-to-move has a decision making balance where you're incentivized to select a variety of movement, damage, and utility items. I want to try and play up this decision making process by giving the player more foresight as to what the coming level will be like. On the other hand, the shoot-to-move design does mean that I have to carefully balance the weapons to make sure that none are too powerful or too weak in that regard.
The ambushes - thanks for bringing that to my attention! I'll definitely reconsider where and how often they're used. I'm planning to add a metagame progression to the game (bonus hearts, shielding, damage bonuses, etc), and I'm considering the idea of giving enemies a chance to drop hearts so the player can restore some health in combat. For the time being, I'll definitely do some adjusting to give the player more time to respond to ambushes. That said, I do really like the sword in the stone ambush, and I've gotten a lot of positive feedback on that one.
Lastly, thanks for your comment on combat stats! I'm still working on the best implementation, but I hope once I get it in it'll satisfy what you're looking for :)
oh, the shoot to move would definitely make more sense on a mobile device. i keep playing this game on a computer.
needing to know how long the cooldowns last for each attack is a huge part of why i'm eagerly awaiting the combat stats for the compendium, since right now i'm just kind of hoping and guessing when i'm experimenting with builds.
the sword in the stone ambush is like, it's kinda obvious that it's a trap, but even if you know it's coming it's hard to deal with? since you're surrounded by trees AND oncoming enemies with not that long to react? i'm seriously glad you're gonna be addressing the ambushes!
as for combat stats, i'm looking to find out cooldown times, attack range, attack power, and how it helps you move. it would be kinda cool if you could see the attack animation, but it's way more important to find out if "you're moved backward after throwing this projectile" means "you summon a bunch of dirt that can deflect projectiles" or "you throw a rock at things"
thanks! it's a relief that you're taking feedback into account!
how do I make a magnet, I've gotten them before from monsters but I don't know how to craft them I need this recipe so I can make motors, this game is really complex but in a good way, I feel like i'm expanding my brain, thank you.
The two simplest ways to make a Magnet are Iron + Lightning and Wire + Iron.
We've got a big update coming tomorrow or the day after and these are the recipes we have for the coming version (v0.10.1), but I'm not certain they're in the version you're playing (v0.9.1). Give us a couple days though and we'll have lots of new stuff :)
Thanks so much for your kind comments, we love to hear that people are enjoying our games. Cheers!
this game is my favorite game that i play in my browser, I am a fan of this, I enjoy the fact that anything and everything is a weapon, one of my favorites is the javelin (stick+air) it is good for mobility, hits like a truck, insane range, and doesn't take five years to reload. great job on this game, kinda sad tho when i have to restart the whole game you could add checkpoint levels every now and then.
-PineappleLord
*edit* new favorite weapon is lightbulbs, they scare me a little and i'm the one using them
Hi! Is there a way to make the electric fan thing, or is it only an enemy drop? I don't even know it's name, I saw it once but it was gone before I acquired it because I was too busy fighting other monsters.
Hello! Every item you get from enemies is attainable from crafting as well :)
In the next update of the game, we'll have features to help you find out how to make items discovered from enemy drops. But for now, you can make the electric fan by using a motor and air (and motor you get from magnet + wire)
Thanks for answering :) I'm stuck on 108/192 now, can't figure out the rest 84 items. Could you suggest some.. really complex item for a crafting goal? And about the favorite in the menu, is it actually intended to show Kraft's, not the player's, favorite item?
The favourite item feature actually isnt working haha, I meant to take it out before this build but i forgot.
Truthfully, the max item count is lower than the one shown because I didn't finish making all the items in time for this release, so a number of items didn't make it in. The actual number for this build is (i believe) 140. I don't have the exact number cause we've done work since then, but there are some cool features coming in the next version to help out with that.
A few items that might help you out for now:
There are 5 sword variants, 7 spear variants, 8 types of flowers (cherry blossom, cactus, fire lily, etc), some weird items like a refrigerator, shaved ice, bowl and spoon, bowl and chopsticks, luminous tube, magic wand, bottled axe, bottle of firewater, terrarium...
Hopefully these suggestions lead you in the right direction!
Well, i had got the swords (fire, lightning, ice, tempered, and broad sword), 3 of the spears (fire, lightning, and obsidian spear), 5 of the flowers (water and fire lily, etherillys, goldenrod, cherry blossom).
I found that clay + stick doesn't always make bowl and chopsticks. It makes spear instead in some browsers, disabling me from getting b&c..
That's strange. We've done a lot of work on the combo charts since the current released update, so it could be the case, but in our current charts stick + stone and stick + iron are the only ways to make a spear.
In any case, stick + clay pot should be a surefire way to get bowl & chopsticks. Hope that works!
Of the flowers, you're still missing reed, cactus, rose, and orchid.
The anvil is the "forge" item. You can get it by crafting a crucible with coal. It's what we call a permanent item - once you make the forge, you can use it as many times as you want for the rest of your run. It's used with metals to make swords and other items like that.
You can drag and drop items on top of the book to get more information about them. The functionality isn't finished in this version, and we're making a tutorial for the crafting screen in the next update.
Yeah, the whole not moving thing is still a design choice that we're on the fence about. I think the game would feel better if you were able to use 3-4 weapons per round, that way you have a variety of movement options, but we might eventually just go with straight up proper arrow key movement.
Sword is pretty tough to get to: You've gotta make a crucible, add charcoal to it to get a forge, use the forge with some iron to make steel, use steel + forge to make a sword.
Unfortunately Kraft&Slash has been on the back-burner for us cause I've been swamped with school and Artificer, and I'm pretty much the only dev. With the bugs and missing features, it'd still take a pretty big amount of work to shape up this game. Once my other dev (Mark) comes back in January from his work term in LA, we might get back to work on this game.
so....my game is...well.. not full i guess?i mean maybe my screen is too small(im on comp btw) but i cant go in and play...i cant see the buttons too...all i can do is craft my weapon... pls fix this...im really looking foward to this game!!!!!!!!
If I craft only items and not weapons (that happens often for me) what can I do? To continue I can only delete and download again the game. I would love mabye an undo button? The art style is great, i really wanna see this game fully release!
Hey! You can actually use elements as weapons as well. There are definitely tons of quality of life fixes that need to be implemented though, so thanks for your feedback :)
Hey again Sara, fire spear should be working! We haven't finished making a lot of the items work yet though, so some items like thunder spear aren't usable for now.
Hey all! We've decided to remove the Kraft & Slash from the GMTK Jam since we felt it didn't fit the creative spirit of the jam or its theme. A good portion of the game design was from our main game, Artificer, and that didn't seem fair to all the entries that were built from the ground up.
We're glad we participated and, to all you GMTK devs, keep making awesome games!
UPDATE THIS GAME UPDATE THIS GAME UPDATE THIS GAME UPDATE THIS GAME UPDATE THIS GAME UPDATE THIS GAME UPDATE THIS GAME UPDATE THIS GAME UPDATE THIS GAME UPDATE THIS GAME UPDATE THIS GAME UPDATE THIS GAME UPDATE THIS GAME UPDATE THIS GAME UPDATE THIS GAME UPDATE THIS GAME UPDATE THIS GAME UPDATE THIS GAME UPDATE THIS GAME UPDATE THIS GAME UPDATE THIS GAME UPDATE THIS GAME UPDATE THIS GAME UPDATE THIS GAME UPDATE THIS GAME UPDATE THIS GAME UPDATE THIS GAME UPDATE THIS GAME UPDATE THIS GAME UPDATE THIS GAME v v UPDATE THIS GAME
We're working on it! I have some heavy classes this semester and as the primary programmer on two projects, it can feel like things are coming along slowly. I'll talk to my other programmer on this project, Mark, and see what if he's up to continuing to work on this game.
I'm getting back into the swing of working on the two games weekly, and things are coming along nicely! I'll try to at least get a few new weapons out each week for this game, and fix a few bugs. Also some nice music. And some new ways of tracking progress. And maybe some new levels.
I feel like it would have been really fun had I actually been able to craft a cool weapon, but it just couldn't keep me interested enough to do so, I ended up crafting 20+ items that weren't weapons, and due to that combat quickly became repetitive and kind of boring. Great potential for the future tho!
Can we get a crafting guide or some hints or something? I made about 20 items that weren't weapons :|
Also how the hell do I use the crucible? Also the fire urn. Uuugh. I do love the crafting part though. Fighting is a bit buggy, I have 0 waves remaining and -9 enemies remaining (I think I killed them too quickly maybe?)
Hi John! There are definitely a few bugs in this version, we only had about 20 hours to make the game. Also we didn't finish as much content as we wanted to, since my other programmer and I were finishing the core game until about 2 hours before the deadline of the GMTK game jam. Our intention is that every item is a weapon, so we'll be making more types of weapons and more interesting effects in the future :)
why cant I use tomahawks as a weapon? also pls implement a mute function. no offense. also cant move in battle? feel like this could be a great Steam game in the future, if it were fleshed out more. movement in battle, maybe perhaps let us use anything for battle that we create? so like Dirt, itll do very little damage but it could be funny.
and do you guys perhaps have a twitter/discord, so we can keep in touch with updates?
Yeah I can use a log, lightning or a magnet as a weapon but not a storm, lava, fire sword or lightning sword? Also I got a snowcone which is neat but does that serve any purpose? Feels like a waste of time when the goal is to get weapons and you get a clay urn and a snowcone.
Hi lazyskull! Your feedback is all appreciated. This is the very first version of the game, and we only had 20 hours to get this one out the door so there's lots of missing content. Our intention is that everything can be used as a weapon, you'll be able to take 3 or 4 weapons into each fight, and you'll be able to control volume (of course).
You've got any recorded gameplay? I'm not sure if it is running way to slow on my device (Redmi Note 7) or is just like that. Also, I can't seem to get the inventory arrows working.
The rest is nice, but I can't continue and see what I can create due to the inventory problem
I'm sorry to hear that! For the inventory arrows you can try dragging up and down wherever the menu's empty (that may be hard to do on mobile). Alternatively, if you're on PC, you can use the mouse scroll wheel.
We'll be looking into getting recordings and screenshots ASAP to help anyone else with bugs!
Hi! One of the devs here. I noticed that the game ran pretty slow on my phone as well (Samsung note 5). We'll definitely have to do some optimization to get the game running faster, sorry about that! As the for the inventory arrows, I never actually hooked them up so they don't work... But you can scroll the box by placing an item on the crafting board and swiping on that spot (haha). We'll get this all fixed soon!
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i got me first win
Nice! The game is really fun but needs a bit of polish.
Hi! i really enjoy this game and i'm wondering if there is a way to download it on desktop?
Hi there! I'll look into making a desktop build for our next update.
This game is amazing! I love obsidian spear, motor, air combination!
I just want a continue from last level after losing the game. :D
obsidian spear, water lily, air is even better :O
great game although i would enjoy some way to test weapons without using them in the level
Thanks! The test feature is coming in the next update ☺️
Also great name, I've been humming the pillar man theme ever since you followed us a few days ago lol
cant wait to see that
my current favorite loadout is javelin, sandstorm, fishing net
p.s. ayayayayay
eh eh eh eh eh
i am just here to say that your game is getting good and the project is amazing, stay motivated, i know how make a game is hard and i realy apreciate yours determination,
Good luck!
Thanks so much! We're hard at work, and we're nearing the next big update! Lots of new stuff, so get excited!
Actually this weekend though, we're participating in GMTK 2020 making a totally different game! It's probably just be a one-weekend project, so it won't cut into Kraft and Slash work time too much :)
Thanks again for the encouragement, it means a lot.
- Dpodz
Hi there! Didn't realize Kindle had a different app store. I'll look into it and see if I can make an APK and/or upload one to Itch for you.
make it so you can actually move with the arrows/wasd please
Hi, sorry but we're not planning to do that. I'll repost our reasoning from an older comment:
"We're planning to keep shoot to move for this game. It's an intentional design choice, and we want to find a way to make that work really well. This game is being designed for mobile, and while it's possible to get a WASD-like movement scheme on mobile, we've decided to stick with shoot-to-move and make it the core of our design philosophy
There are a few reasons I think it's a good choice. It creates a need to discover new weapons to find better movement options. It adds an additional balancing dimension around weapons; items that block enemy movement or increase player movement would be redundant with WASD control (in other words, it gives more room to design cool items). And lastly, it's something I want to explore and try to make as good as possible, since very few games use shoot-to-move as their movement mechanic.
I know this doesn't really give you what you want, but I hope you understand why we've made these choices."
- Dpodz
i see, thats ok then
Try taking a balanced set of weapons into combat - I usually try to have a movement item (Air, Motor, etc), a long range or fast short range weapon (spear, thunder sword, rusty metal, bottled items, lightning, etc), and a "Block" item (concrete block, tree, dirt, wood, cactus, etc). Once I implement weapon stats, it should be easier to pick your items before going into combat. Hope that helps!
- Dpodz
lol we use the same strategy.
Tip: use the Better WebGL template from github instead of the default
Cool, thanks for the tip. I'll check it out.
- Dpodz
Pop up menu with the elements is bugged and can't be closed.
Hmm, like the Compendium where you look up elements? You've tried dragging to the right to close, yeah? Any chance you could look in the dev console and see if an error is showing up?
- Dpodz
This is an amazing game. Can we have a "Skip" button appear when you get a Game Over, and you can skip the scene? Hope I made sense. Thanks!
If you don't want to see the lose screen, try winning instead!
Just kidding, I'll think about it - you'd basically like the option to go right back to the main menu when you lose? That seems simple enough - Kotocca and I will talk about it.
- Dpodz
Yes, the Krafting screen perhaps. I'm intimidated by the enemies :( Skip the introduction scenes*
Hey! Sorry, I'm not sure I fully understand - Do you want to skip the opening scene where Kraft comes out of Rolf's store and sees the monsters for the first time? Do you want to skip the "tutorial" level?
Both of them?-
Hey, here is an idea for the combat stats:
make a litle Gif of crafting using the itten in combat in the side of the stats
That's actually one of the ideas I'm planning to try out! I'm not sure when our next patch will be but hopefully I'll get the combat stats finished for then.
- Dpodz
Not sure if it's a problem with cromebooks, but I can't get past the first level. It may be a mistake on my part though, but I can't reach the rest of what seems to be a beautiful game without beating it ;-;
Hi there,
Do you mean that the level doesn't end when you reach the picnic blanket beyond the rocks?
- Dpodz
Yep. That's exactly it! I really want to play it and compliment yall on the game, but the picnic basket doesn't end the level.
Hmm, well that's concerning. Unfortunately I don't have access to a chromebook to troubleshoot, do you think you could hop into our Discordfor a bit and help me figure it out?
- Dpodz
Oh hey, does Chrome OS include the Google Play Store? Cause if so, you might be able to download the app from there.
Edit: From what I've read online, Unity apps don't work on Chromebooks :(
Yeah, I had the same problem with other WebGL Unity projects. However, I do also have a laptop with windows. And yes, it does have the play store! I'll be back to rain praise soon! :)
Same thing happens to me but on windows 10
Oh no :( Could you help me debug this issue? If you could try these steps for me that'd help a ton:
If you do this, it'll help me figure out what's going wrong. Thank you!!
- Dpodz
Thanks for pointing out the issue! I found the error and I'm working to fix it asap. Hopefully can update by tomorrow
Just fixed the error and uploaded the update. Let me know if you're still having troubles!
Ahh, I found the bug! I'll fix it asap, sorry about that :(
THE GAME UPDATED, YAAAAA!!!!!!!!!!!!!!!!!!
I will say very dumb thing, but i need to say
add more fishnet (water fishnet, fire fishnet, thunder fishnet)
this iten is so GOOOOOOOOD
Perhaps we'll have some ways that the player can augment their own items in the future. Who knows? 👀
- Dpodz
👀
restarting the whole game is too harsh of a punishment when you can't even move without weapons and have only health, make the player either more mobile or more tanky.
Hello,
Thanks for the feedback! I'm not entirely happy with the difficulty level either, but I do think the game isn't far off the difficulty level I'd like. I'm comfortable with the game being decently hard. However, we're planning to add more progression mechanics so you can level up and get stronger between runs, so hopefully that helps remedy the feeling of frustration when you lose.
Additionally, once we get combat stats and level previews into the game, you'll be able to make better decisions about what to take with you into each level.
Hope these changes will do something to address your concerns, even if indirectly. Cheers!
- Dpodz
what im thinking is take the player out of the cart and give him wasd movement, simple as that, it doesn't even have to be that much, just fast enough to dodge a few attacks, and you can keep the boost from using weapons, as combining both those movement methods will make a higher skill cap, allowing strafeing, dodging ranged attacks better, better meneuvering around enemies, and so much more, it will fix so many problems.
We're planning to keep shoot to move for this game. It's an intentional design choice, and we want to find a way to make that work really well. This game is being designed for mobile, and while it's possible to get a WASD-like movement scheme on mobile, we've decided to stick with shoot-to-move and make it the core of our design philosophy
There are a few reasons I think it's a good choice. It creates a need to discover new weapons to find better movement options. It adds an additional balancing dimension around weapons; items that block enemy movement or increase player movement would be redundant with WASD control (in other words, it gives more room to design cool items). And lastly, it's something I want to explore and try to make as good as possible, since very few games use shoot-to-move as their movement mechanic.
I know this doesn't really give you what you want, but I hope you understand why we've made these choices.
Cheers,
- Dpodz
well my idea was to combine the two movement methods, allowing for both shootboosting and strafing, making the character agile instead of clunky, as the more clunky the controls the more permadeath will make you rage, and i think that combining simple wasd movement with shoot to move will make a game with a high skillcap and many ways to maneuver around your enemies.
I like the 'no move' idea, it's hard sometimes, but i realy like it. please dont change this
okay! kept playing, but then i got a glitch? an enemy dropped a fridge, but when i got to the crafting screen, i had the forge unlocked too, all of the base elements were set to zero, if you try to do anything with the base elements or forge/fridge, it doesnt show up on the crafting table and you get the message about "you can't craft with two of the same items" and you can't advance to the next level? which kinda sucks.
i was having fun with crafting different flowers. i was super surprised the first time when the waterlily turned out to have such a huge range. i got the waterlily, firelily, cactus, goldenrod, and the cherry blossom.
but like, on another note?
i noticed that you can't see enemy projectiles behind trees, which makes it hard to dodge them sometimes. plus, having so many props means that sometimes the projectile bouncing gets a bit crazy? like, you can wedge yourself between the rocks and the bottom of the level in the first level and end up shooting backwards.
i mostly notice since i never use melee weapons. since, aside from the fire sword, they all kinda have a short range? i don't like getting anywhere close to enemies, since 3 hp + enemies that do damage on contact + weapon you have to get up close to use...
anyways! looking forward to keeping up with this game!
Hey there! Thanks for finding this bug, it ended up being the source of a number of small bugs on my to-do list (like items only sometimes staying equipped when you go into the crafting), so it was actually a huge help! I've fixed the bugs and they'll be working in the next update. Unfortunately, you'll have to avoid picking up fridges (and forges?) for the time being :(
I'll try some things to make projectiles appear behind trees, and if it doesn't affect performance I'll keep it in. The current solution where only the player and enemies behind trees make the trees go translucent was a mid-way solution keeping performance in mind, but I never actually tested with projectiles as well.
As for the melee vs projectile discussion, I agree with your sentiment. I think the problem is that melee weapons don't push the player back when they hit an enemy, which means that you'll continue moving towards an enemy even when you hit them (i.e. knockback is only applied to the enemy but not to the player, creating an awkward feeling "collision"). I think if I fix this so that the player is knocked back as well, melee weapons will feel a lot safer to use.
Thanks again for all your feedback. It helps a ton!
- Dpodz
After doing some testing with melee weapons knocking back the player, I think they feel much better and safer to use. Instead of lunging forward and the player hitting into the enemy, it knocks you back a bit so you maintain distance between you and the enemy. Feels pretty good!
If you're interested in beta testing, hop on our discord and let's talk :)
- Dpodz
i really love this game as a concept because it's cute and i like trying to make different combos but like?? it's also kind of frustrating but for mostly avoidable reasons, and by that i mean the movement system.
it's awkward to try and shoot things sometimes because you can lunge but end up too close or shoot a projectile and then end up moving backwards and have to awkwardly shuffle back into position.
it makes it harder than it has to be to try and dodge attacks, which, when combined with the fact that you only have three hp means you have a lot of avoidable game overs.
plus, the ambushes that start around level four are really rude on a conceptual level. if you go for the sword, you're surrounded with trees and things that will kill you when you run into them. if you ignore it and go for the exit, there's an ambush of fast-moving monsters.
it would also be nice to know what exactly each attack will do in battle beforehand, but i saw that there's a combat stats in the compendium, so i'm sure you've got that covered.
anyways, thanks for this cute game! i love the graphics update and cat puns and i'm looking forward to what it'll end up becoming!
Hi there,
Thanks a bunch for all the feedback! It helps to hear what people like and dislike.
The "shoot to move" mechanic is by far the most contentious issue people have with the game. Some people really like it, and others really really dislike it. For the time being, we're planning to keep this mechanic since our target is mobile devices, and we like this control scheme on mobile. If we decide to move to PC or console, we'll definitely have to reconsider.
On that note, I do like the fact that shoot-to-move has a decision making balance where you're incentivized to select a variety of movement, damage, and utility items. I want to try and play up this decision making process by giving the player more foresight as to what the coming level will be like. On the other hand, the shoot-to-move design does mean that I have to carefully balance the weapons to make sure that none are too powerful or too weak in that regard.
The ambushes - thanks for bringing that to my attention! I'll definitely reconsider where and how often they're used. I'm planning to add a metagame progression to the game (bonus hearts, shielding, damage bonuses, etc), and I'm considering the idea of giving enemies a chance to drop hearts so the player can restore some health in combat. For the time being, I'll definitely do some adjusting to give the player more time to respond to ambushes. That said, I do really like the sword in the stone ambush, and I've gotten a lot of positive feedback on that one.
Lastly, thanks for your comment on combat stats! I'm still working on the best implementation, but I hope once I get it in it'll satisfy what you're looking for :)
Cheers,
- Dpodz
oh, the shoot to move would definitely make more sense on a mobile device. i keep playing this game on a computer.
needing to know how long the cooldowns last for each attack is a huge part of why i'm eagerly awaiting the combat stats for the compendium, since right now i'm just kind of hoping and guessing when i'm experimenting with builds.
the sword in the stone ambush is like, it's kinda obvious that it's a trap, but even if you know it's coming it's hard to deal with? since you're surrounded by trees AND oncoming enemies with not that long to react? i'm seriously glad you're gonna be addressing the ambushes!
as for combat stats, i'm looking to find out cooldown times, attack range, attack power, and how it helps you move. it would be kinda cool if you could see the attack animation, but it's way more important to find out if "you're moved backward after throwing this projectile" means "you summon a bunch of dirt that can deflect projectiles" or "you throw a rock at things"
thanks! it's a relief that you're taking feedback into account!
how do I make a magnet, I've gotten them before from monsters but I don't know how to craft them I need this recipe so I can make motors, this game is really complex but in a good way, I feel like i'm expanding my brain, thank you.
-PineappleLord
Haha, wrinkle that brain!
The two simplest ways to make a Magnet are Iron + Lightning and Wire + Iron.
We've got a big update coming tomorrow or the day after and these are the recipes we have for the coming version (v0.10.1), but I'm not certain they're in the version you're playing (v0.9.1). Give us a couple days though and we'll have lots of new stuff :)
Thanks so much for your kind comments, we love to hear that people are enjoying our games. Cheers!
- Dpodz
this game is my favorite game that i play in my browser, I am a fan of this, I enjoy the fact that anything and everything is a weapon, one of my favorites is the javelin (stick+air) it is good for mobility, hits like a truck, insane range, and doesn't take five years to reload. great job on this game, kinda sad tho when i have to restart the whole game you could add checkpoint levels every now and then.
-PineappleLord
*edit* new favorite weapon is lightbulbs, they scare me a little and i'm the one using them
stick and air dont make anything can you please fix this comment
Hi! Is there a way to make the electric fan thing, or is it only an enemy drop? I don't even know it's name, I saw it once but it was gone before I acquired it because I was too busy fighting other monsters.
Hello! Every item you get from enemies is attainable from crafting as well :)
In the next update of the game, we'll have features to help you find out how to make items discovered from enemy drops. But for now, you can make the electric fan by using a motor and air (and motor you get from magnet + wire)
Thanks for answering :) I'm stuck on 108/192 now, can't figure out the rest 84 items. Could you suggest some.. really complex item for a crafting goal? And about the favorite in the menu, is it actually intended to show Kraft's, not the player's, favorite item?
The favourite item feature actually isnt working haha, I meant to take it out before this build but i forgot.
Truthfully, the max item count is lower than the one shown because I didn't finish making all the items in time for this release, so a number of items didn't make it in. The actual number for this build is (i believe) 140. I don't have the exact number cause we've done work since then, but there are some cool features coming in the next version to help out with that.
A few items that might help you out for now:
There are 5 sword variants, 7 spear variants, 8 types of flowers (cherry blossom, cactus, fire lily, etc), some weird items like a refrigerator, shaved ice, bowl and spoon, bowl and chopsticks, luminous tube, magic wand, bottled axe, bottle of firewater, terrarium...
Hopefully these suggestions lead you in the right direction!
- Dpodz
Well, i had got the swords (fire, lightning, ice, tempered, and broad sword), 3 of the spears (fire, lightning, and obsidian spear), 5 of the flowers (water and fire lily, etherillys, goldenrod, cherry blossom).
I found that clay + stick doesn't always make bowl and chopsticks. It makes spear instead in some browsers, disabling me from getting b&c..
That's strange. We've done a lot of work on the combo charts since the current released update, so it could be the case, but in our current charts stick + stone and stick + iron are the only ways to make a spear.
In any case, stick + clay pot should be a surefire way to get bowl & chopsticks. Hope that works!
Of the flowers, you're still missing reed, cactus, rose, and orchid.
What is your other kraft game called
clay is the part im having trouble with, is it just from enimies or what?
Clay is Sand + Water, I believe.
how do you make a crucible?
Clay + Stone works! There are a few different ways as well
in the screen says my favorite iten is a fire botle, but i never used it
what the anvil button does and why i cant use it
Hi again,
The anvil is the "forge" item. You can get it by crafting a crucible with coal. It's what we call a permanent item - once you make the forge, you can use it as many times as you want for the rest of your run. It's used with metals to make swords and other items like that.
This game is more complex the i though
I ´played the game in the erlier days and now i see how awsome it is
Thanks so much for your feedback! It really helps to hear that people enjoy the game :)
-Dpodz
what is the book in crafting for
Hi there,
You can drag and drop items on top of the book to get more information about them. The functionality isn't finished in this version, and we're making a tutorial for the crafting screen in the next update.
- Dpodz
i hate that you cant move
But it's fun
edit: how to craft a sword, i have tried mostly everything and cant figure it out
edit 2: this game really needs a recipe book that shows you the recipes that you already have
Yeah, the whole not moving thing is still a design choice that we're on the fence about. I think the game would feel better if you were able to use 3-4 weapons per round, that way you have a variety of movement options, but we might eventually just go with straight up proper arrow key movement.
Sword is pretty tough to get to: You've gotta make a crucible, add charcoal to it to get a forge, use the forge with some iron to make steel, use steel + forge to make a sword.
Unfortunately Kraft&Slash has been on the back-burner for us cause I've been swamped with school and Artificer, and I'm pretty much the only dev. With the bugs and missing features, it'd still take a pretty big amount of work to shape up this game. Once my other dev (Mark) comes back in January from his work term in LA, we might get back to work on this game.
Hope you stick with us, and have a nice day!
- Dpodz
Ok, thanks for the answers
so....my game is...well.. not full i guess?i mean maybe my screen is too small(im on comp btw) but i cant go in and play...i cant see the buttons too...all i can do is craft my weapon... pls fix this...im really looking foward to this game!!!!!!!!
If I craft only items and not weapons (that happens often for me) what can I do? To continue I can only delete and download again the game. I would love mabye an undo button? The art style is great, i really wanna see this game fully release!
Hey! You can actually use elements as weapons as well. There are definitely tons of quality of life fixes that need to be implemented though, so thanks for your feedback :)
Is there a reason I can't use a weapon like a lightning or fire spear and just a regular spear? Thanks!
Hey again Sara, fire spear should be working! We haven't finished making a lot of the items work yet though, so some items like thunder spear aren't usable for now.
Hey all! We've decided to remove the Kraft & Slash from the GMTK Jam since we felt it didn't fit the creative spirit of the jam or its theme. A good portion of the game design was from our main game, Artificer, and that didn't seem fair to all the entries that were built from the ground up.
We're glad we participated and, to all you GMTK devs, keep making awesome games!
UPDATE THIS GAME UPDATE THIS GAME UPDATE THIS GAME UPDATE THIS GAME UPDATE THIS GAME UPDATE THIS GAME UPDATE THIS GAME UPDATE THIS GAME UPDATE THIS GAME UPDATE THIS GAME UPDATE THIS GAME UPDATE THIS GAME UPDATE THIS GAME UPDATE THIS GAME UPDATE THIS GAME UPDATE THIS GAME UPDATE THIS GAME UPDATE THIS GAME UPDATE THIS GAME UPDATE THIS GAME UPDATE THIS GAME UPDATE THIS GAME UPDATE THIS GAME UPDATE THIS GAME UPDATE THIS GAME UPDATE THIS GAME UPDATE THIS GAME UPDATE THIS GAME UPDATE THIS GAME UPDATE THIS GAME v v UPDATE THIS GAME
Hey man Hey man Hey man v Hey man,
We're working on it! I have some heavy classes this semester and as the primary programmer on two projects, it can feel like things are coming along slowly. I'll talk to my other programmer on this project, Mark, and see what if he's up to continuing to work on this game.
I'm getting back into the swing of working on the two games weekly, and things are coming along nicely! I'll try to at least get a few new weapons out each week for this game, and fix a few bugs. Also some nice music. And some new ways of tracking progress. And maybe some new levels.
Edit: And multiple weapons per level
I feel like it would have been really fun had I actually been able to craft a cool weapon, but it just couldn't keep me interested enough to do so, I ended up crafting 20+ items that weren't weapons, and due to that combat quickly became repetitive and kind of boring. Great potential for the future tho!
This is super polished and there's so much going on! :D The art is adorable too!
Can we get a crafting guide or some hints or something? I made about 20 items that weren't weapons :|
Also how the hell do I use the crucible? Also the fire urn. Uuugh.
I do love the crafting part though. Fighting is a bit buggy, I have 0 waves remaining and -9 enemies remaining (I think I killed them too quickly maybe?)
Hi John! There are definitely a few bugs in this version, we only had about 20 hours to make the game. Also we didn't finish as much content as we wanted to, since my other programmer and I were finishing the core game until about 2 hours before the deadline of the GMTK game jam. Our intention is that every item is a weapon, so we'll be making more types of weapons and more interesting effects in the future :)
-Dpodz
Glad to hear it! I really want to kill stuff with shaved ice.
why cant I use tomahawks as a weapon? also pls implement a mute function. no offense. also cant move in battle? feel like this could be a great Steam game in the future, if it were fleshed out more. movement in battle, maybe perhaps let us use anything for battle that we create? so like Dirt, itll do very little damage but it could be funny.
and do you guys perhaps have a twitter/discord, so we can keep in touch with updates?
Yeah I can use a log, lightning or a magnet as a weapon but not a storm, lava, fire sword or lightning sword? Also I got a snowcone which is neat but does that serve any purpose? Feels like a waste of time when the goal is to get weapons and you get a clay urn and a snowcone.
Hi lazyskull! Your feedback is all appreciated. This is the very first version of the game, and we only had 20 hours to get this one out the door so there's lots of missing content. Our intention is that everything can be used as a weapon, you'll be able to take 3 or 4 weapons into each fight, and you'll be able to control volume (of course).
You can follow us on twitter, but we don't currently have a discord.
You've got any recorded gameplay? I'm not sure if it is running way to slow on my device (Redmi Note 7) or is just like that. Also, I can't seem to get the inventory arrows working.
The rest is nice, but I can't continue and see what I can create due to the inventory problem
I'm sorry to hear that! For the inventory arrows you can try dragging up and down wherever the menu's empty (that may be hard to do on mobile). Alternatively, if you're on PC, you can use the mouse scroll wheel.
We'll be looking into getting recordings and screenshots ASAP to help anyone else with bugs!
Hi! One of the devs here. I noticed that the game ran pretty slow on my phone as well (Samsung note 5). We'll definitely have to do some optimization to get the game running faster, sorry about that! As the for the inventory arrows, I never actually hooked them up so they don't work... But you can scroll the box by placing an item on the crafting board and swiping on that spot (haha). We'll get this all fixed soon!
This store page is so cuteee! I wanna play the game but I have to wait. >.<
Thank you!! Cute plants are my jive. We'll also be updating and ironing bugs out when we're not dead from crunch : )