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Wizard's Spiral's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Game Design | #11 | 3.826 | 3.826 |
Execution | #12 | 3.870 | 3.870 |
Overall | #17 | 3.424 | 3.424 |
Audio | #32 | 2.913 | 2.913 |
Graphics | #38 | 3.087 | 3.087 |
Ranked from 23 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
Super fun game, I especially like you can come back and play over with everything....
Edit: after reading the other comments the hardest thing to figure out was that you need to bump into enemies to deal damage but you might also take damage.
Great entry. Nice little zelda-survivors-ish sort of thing. Some of the little things I particularly enjoyed:
- the pants icon
- seeing a bunch of "+1 pants" and thinking "how many pants do I need?"
- the text shadows
I think that the balance could use a bit of tweaking -- the dialogue seemed to be directing me to the church first, but I found that the goblin zone seemed easier. And by the time you're ready to handle the lava boss, you've pretty much dealt with all the ranged enemies, so the mirror seemed a little useless at that point.
I also had a few moments where the RNG on boss placement in a level seemed to help or hinder me a great deal -- the necro / healer bosses seemed relatively easy compared to their hordes. And another time, the very first boss spawned directly next to the level entrance, and I kept getting knocked back to the cottage.
It also took me longer than I care to admit to realize that I needed to bump into enemies to fight them. I was running around and dodging and looking for some sort of weapon. I have probably been playing too many survivors-likes.
I'm not sure if it's because I'm on a high-dpi display or what, but the dialog / button backgrounds and their text were misaligned for me and it looked a bit sloppy.
Some sort of additional fanfare for defeating a boss would have been nice. After the initial item unlock, defeating them for a second time felt very anticlimactic.
Really enjoyed this, played to the end. A lot of great attention paid to making each enemy type and area mechanically distinct. Very satisfying combat (*CLANG* *CLANG* *CLANG*) and I like how everything was paced out. HUGE fan of how far Screech, Royal Goblin Vanguard gets flung when you attack him. The difficulty scaling for each area I was a fan of, it was steep but that made it feel meaningful when you were able to explore further outward and conquer a new area.
Fun game, I really like the premise and it was very satisfying to smash through enemies especially once I got powerful.
There did seem to be a fairly huge jump in difficulty on the Wizard Tower + lava level. I could basically one shot everything and clear all the other stages, but would die in about 1-2 seconds on these screens (at about cycle 30). Edit: oh and some of the collision boxes on obstacles seemed a bit too big?
A neat post jam addition would be a lot more “juice” and visual effects as you get more powerful, and some way to view your stats.
Fun entry though, thanks!
reminds me of slime 3k
Very fun and addictive! It took a while to figure out that I just had to run into enemies to do damage though.
Great Game ! Very addictive, I defeated the wizard !
I had a lot of fun with this game! It was a bit of a grind, but I loved how you gained experience by using the ability, and that experienced transferred across deaths. Though the story was relatively bare-bones, it still set a good premise and made a satisfying ending. Thanks, I really enjoyed this!
Really liked the different regions. Took me a second to realize I did damage just by walking into things, perhaps would be nice to mention that slightly more explicitly. Very nice variety of all the enemies, made the world feel more alive.
I really love the idea and concept behind this game and completed it in idk how many cycles :D Boink-ing into the enemies to flatten them is a lot of fun. Also the way the story is incorporated is just *chef's kiss*