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A jam submission

Fusion MageView game page

Spell Slinging Action
Submitted by Plutoneus (@plutoneus) — 1 day, 19 hours before the deadline
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Fusion Mage's itch.io page

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Comments

Submitted (3 edits) (+1)

I am become destroyer, caster of star shine: https://files.catbox.moe/a84jfn.mp4

Had a lot of fun, and can feel the improvements over time.  The way of casting spells is still unique and cool. I kind of miss the terrain, but I'm sure that's part of the other WIP modes.  Still feels like I find one really good combo and stick with it, which isn't bad, just feels like I'm neglecting the other elements.

I think some harder and more varied enemies.  Like guys with shields that can only be destroyed with water, so they force you to use those elements.  Maybe even some guys like this, where each hand is only vulnerable to a certain element.  I think that would help some.

Slightly related to the last point, I wish enemies got harder.  I could kill most with my basic spells, so the items felt like I was just "winning more", which is fun, but doesn't force me to pick a build or try and specialize at all.  I guess my main criticism is general is the game doesn't seem to "scale" so you don't feel like your really improve as a player, just kill more stuff faster.

I hope it doesn't come off like I didn't enjoy the gameplay.  I really do, and see tons of place to expand it which would be super fun.  Look forward to playing it again next DD!


Developer(+1)

I appreciate the suggestions, those are especially good enemy designs for the issue.

(+1)

Played for a bit. Video: 

It is a fun little game. Dual cast going exponential growth is very, very powerful. At certain point I couldn't buy any more equipment and I'm not sure why.
Developer (1 edit)

I love this, thanks for the long video. It's funny seeing someone die to a rage potion (sorry)

You can't buy more than 5 trinkets in this demo.

Submitted(+1)

https://www.twitch.tv/videos/2401088473

This game was a lot easier for me to pick up and just fool around with the elements and have some fun - than Alchemickal.

Obviously there isn’t much content in the game yet in terms of stages and enemies, I’m not sure if the VS loop is the best you can do, as unlock progress did not seem so interesting apart from the (deterministic) element unlocks. What I mean is, it might be interesting to have entirely nonrandom levels, fixed enemies, fixed power-ups, and the challenge is to find an order of element unlocks that works best to beat the level. So different kinds of enemies would make the spells "balanced" : You can just design a level where steam spells are especially elevent, because enemies charge at you, or whatever. You can try to encode such a thing in VS, but I’m not really gonna switch to steam just because 2 out of 50 enemies are charging at me. I feel also the flat world without obstacles makes interactions very 1-dimensional.

Anyways, cool project, keep trucking.

Developer

Thank you for the stream vod and feedback. 

I agree, and while the survival loop serves as a strict combat balance test for now, I still wish for it to be an interesting and fun mode. The main game will be more sequenced, but still mostly procedural. I appreciate the suggestion of a more logically designed pattern for the player will deal with, based on their tools. Even if repeated sometimes, that can go a long way. Thanks for playing

Submitted(+1)

It's fun, but too easy and not very deep.

  • I imagine with more difficulty scaling, varying types of enemies, and an ending it would feel like more of a complete demo.
  • Since there was no impetus to make different/better spells I just found one combo that worked and stuck to it.
  • Regenning 1 HP on kill is hugely broken considering how easy it is to get a kill and how small your HP is.
  • The shop appears too quickly and I misclicked a few times because of that.
  • It would be fun if you get more spell slots as the game goes on.
  • I think manually casting your spells is less interesting than VS style auto-casting.
Developer(+1)

Thanks for the feedback, I appreciate the suggestions.

Submitted(+1)

Nice aesthetics and fun gameplay loop (although it did get a bit repetitive after a few minutes). It took me a few seconds to realize that I had to fill up all 3 circles at the bottom in order to cast a spell, but once I did, it was fun to combine different elements and see what sorts of spells I could cast. Some of them felt REALLY overpowered, and I'm also not entirely sure what the purpose of mana is, since it seems to regenerate immediately after using it.

Developer(+1)

Thank you for playing + feedback!