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A jam submission

BeguilerView game page

Cast Spells, Go Deeper, Grow Stronger...
Submitted by chreeshendolo (@chreeshendolo) — 16 hours, 15 minutes before the deadline
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Beguiler's itch.io page

Results

CriteriaRankScore*Raw Score
Roguelikeness#144.5004.500
Overall#184.0004.000

Ranked from 8 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Successful or Incomplete?

Success

Did development of the game take place during the 7DRL Challenge week?

Yes

Is your game a roguelike?

Yes

Turn-based

Yes

Roguelike Elements
Proc map gen, turn based, perma death, no meta progression, other random elements

Screenshots

Yes

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Comments

Submitted(+1)

Thanks for the game! Plays like a nicely polished puzzle game, given the nature of rune collection and pairing to cast particular spells. Once I read the comment below about flying, I finally had a solution to deal with the randomness of the blob's movement algorithm. Specifically, I could never seem to coax them around corners or into a line of sight to hit them with a directional spell, so I'd just fly on top of them until they stood still and roast 'em.

I found the directional nature of fireball and lightning to be challenging in general. Trying to line them up often resulted in me taking damage. I dove as far as depth 9 I believe and will definitely try again - I lost it this round on landing in the serprent's range of attack a couple of times on accident. (Them being able to fly was a nice surprise, though!) Might be nice to see the max level reached on the homescreen for the different game modes, fwiw, since you warp back to the start immediately upon death.

Overall, impressive work - especially for vanilla JS! Since I see you're making post-jam updates, two quality of life features that might help:

  1. An indicator of enemy attack range, so it's clearer when you're gonna get attacked by a monster. There may be instances where taking damage from a winged serpent is the right choice; would prefer it to be intentional.
  2. Having spells use consistent numbers (i.e., 1 is always magic missile, 2 is always fireball, etc.). I cast the wrong spell at least once and took damage as a result.

For what it's worth, took me a couple plays to realize the reason I couldn't cast certain spells was that I didn't have the right combination of runes in my inventory. I don't think this game merits a full tutorial, but you might consider a splash screen or overlay at the beginning that points to the various areas of interest, e.g.,

  • [Arrow pointing to inventory.] "Runes you collect by moving or waiting will cycle through your inventory here."
  • [Arrow pointing to grayed out spell slots.] "Activate spells by pressing their number when you have the right combination of runes in your inventory."
  • [Arrow pointing to the combination legend.] "Track the rune combinations required for different spells here."
  • [Arrow pointing to the collection legend.] "Track the runes collected based on different movements here."

(I don't think you need such a key or this text particularly, but that about sums up what you need to know!)

Developer(+1)

Whoa! This was incredible!

Thank you kindly for the thoughtful critique here, so many great takeaways!

I will be making more updates soon, and when I do I will reference this, and hopefully implement basically everything you’ve touched on!

Thank you again, and great jamming with you! 🥳

Submitted(+1)

The core mechanic reminds me of Magicka, if it was even more chaotic. I don't quite understand what wings are made for. Basically, it's hard to go, let's  say, north with no possibility to do any damage, because your up arrow is a wing spell, not a purple spell, such situations force    a player think a lot. The graphics and sound design are cool, I adore    them.

I am very interested in how you created the game engine for the game and, moreover, why did you decide to do this? So many    game engines already exist. In any case, it looks like   you have accomplished a feat that I will never be capable of.

I wish you high ratings and more inspiration for games!

Developer (1 edit) (+1)

Thank you for the kind words! 😊

The fly spell was underdeveloped, honestly 😅 But it has a purpose - you can enter the space of an enemy if you are on a different level then them, enemies cannot attack if you are in their space. It’s an odd mechanic, but it was born out of me not wanting players to be punished for trying to bump as their first instinct.

The graphics and sound design are cool, I adore them

That is especially kind and good to hear, as art and sound is my weakest attribute, and I was hopeful these would be “good enough” and not detract from the overall experience, so thank you again 🙇‍♂️

why did you make a game engine

Well for many reasons, but the main reason is I love to do it 😅 When you learn to use an engine, mostly you learn the engine, but when you make an engine, you learn so much more along the way (but of course it takes more time).

a feat that I will never be capable of

Nonsense! Everything we do is a product of time and effort - if you think it’s worth doing, and pursue it - then the sky is the limit! That being said, game engines are a tool like any other, and we all have our preferences 😊

Thanks so much for playing, and your thoughtful comment <3

Submitted(+1)

Thanks for the fun game! The core mechanic is really interesting and made for a lot of fun strategy when bouncing around while trying to charge up my ability without getting hit.

I found it a little tricky on level 4+ to figure out what exactly allowed the abilities to trigger though. It seemed like sometimes it was having a critical mass of a certain rune, and other times being a certain number in a row, but I wasn't sure.

Great 7 day effort and I look forward to seeing where it goes later!

Developer(+1)

Thanks for playing!

I should have done a better job of clarifying how you get runes/ingredients in the game. Each ingredient is tied to a movement, e.g. left may be the purple rune, and right may be the reddish rune, which then allows you to cast fireball.

So much was left on the table as far as tutorialization goes, and that clarification will be a major focus in subsequent updates.

Thank you for the feedback and for playing 🙇🏻‍♂️

Submitted(+1)

Yeah, I felt pretty good about how to get runes, but not how to cash them in. It seemed like sometimes the fireball was available and sometimes it wasn't with the same number of runes, but things got pretty hot and heavy there!

Developer

Ah yeah the mechanic isn’t well explained - but the gist is, moving gives you ingredients, and will provide you with abilities.

E.g. 1 purple, 1 red lets you use fireball - but once you use it, you lose its ingredients.

I hope that clarifies things :)

Submitted(+1)

Congrats, this is really polished, especially visually. Like seamless said, It took me a minute to figure out the movement/spell mechanic, but it made the gameplay really engaging when I understood it. Great progression in terms of unlocking spells and slots.

Developer(+1)

Thanks so much for your feedback and for playing!

Agreed, the mechanics are a bit opaque at first - I’m so thankful you figured it out 🙇‍♂️

My plan is to take the game further post jam, and I’ll be really honing in on clarity.

Thanks again - great jamming with you 🥳

Submitted(+1)

I got confused when I "died" that I wasn't sure why I was teleporting. Took me a while to realize moving is how I get spells. Thank you for making the game.

Developer

Than YOU for playing!

Yeah death was unfortunately one of the last things added to the game so it wasn’t handled well - definitely something I’ll be improving.

Thank you so much for your time, and kind feedback - great jamming with you 🥳