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A jam submission

Marlok The WizardView game page

a Wariolike Doom Inspired Powerhungry Wizard Simulator!!!
Submitted by Malk Interactive (@3m4lkALT) — 15 hours, 22 minutes before the deadline
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Marlok The Wizard's itch.io page

Results

CriteriaRankScore*Raw Score
Fun#353.8083.808
Audio#623.5773.577
Graphics#653.8853.885
Overall#903.4943.494
Game Design#1033.5773.577
Innovation#1653.1923.192
Theme#2482.9232.923

Ranked from 26 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

How does your game fit the theme?
Upon having their life ended in [SPOILERS] Protagonist Begins a New Journey in a New Different World ruled by Different Rules and Laws

Did you write all the code and made all the assets from scratch?
Worked with my Friend (Modar The Great), 99% of code was written by me, Music was made by Kevin MacLeod, Textures & Sprites made by either Us or taken from sites such as Pixabay, OpenGameArt etc., Most of the remaining assets were made from scratch, the Font and other resources used were free for commercial use

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Comments

Viewing comments 26 to 7 of 26 · Next page · Last page
Submitted(+1)

Well, I have no word. This is a complete game. So complete and polished for a week! You may have converted me. I felt like it was not my kind of game, but I really want to beat it. Episode 2 Level 2 currently, took me 3 solid hours, but I'm willing to continue =D

Now, I've 4 "complaints":
- the writing that shows in the middle of the screen as playing is way too small to read
- normal mode is a bit too hard (also, level 2 destructible walls are very hard to see on my screen at least)
- theme could've been used more. I might be harsh, but I rated 5 fives everywhere and 4 stars "Theme". I think you could do more than just free camera (I think the levels were less square shaped too?).

Only noticed two bugs:

- Episode 2 level 2 when jumping, the blue coin of the second pillar kept spawning above the lava

- Sometimes white text appears twice, and it's almost impossible to read

Developer(+1)

Thanks for Feedback! The "End = New Beggining" Theme is used in two different elements of the gameplay:
1. After Episode 1's climax, Protagonist gets killed and resurrected in a different world with different rules & laws (Episode 2, double jumping & unlocked camera);
2. The End Portal of each level of Episode 2 (except for E2M3 due to time constraints, will be included in Post-Jam Edition) Begins a whole "new" segment of the level (race back to the Start in order to not get killed).

I don't think the text should appear twice, but I'll look into that. We're Glad that You've enjoyed it! :D

Submitted

Oh yeah forgot about the double jump, and I liked to have to run back to the start. But this W2-L1 was kinda hard and I was scared I would die again right at the end :D

Submitted(+1)

Wow this one is difficult!  The visuals reminded me a lot of Meridian 59, but the controls were so smooth! The combat is very intense, and  I'm honestly just surprised this is a game jam game! Fantastic job!

Developer

Thanks! I've never heard of Meridian 59, but to Your knowledge, Heretic, Hexen and Doom were a huge inspiration for this project, though Meridian does in fact look cool and I might give it a try. We're Glad that You've Liked It!

Submitted(+1)

The game has so much content for a game jam entry! It was really fun to play. The game is quite difficult and I wish that melee combat would be a bit easier. Overall, the game is very good and I enjoyed a lot!

Developer (1 edit) (+1)

Thanks For Feedback! Melee Combat issues & many other bugs, oversights etc. will be fixed in a Post Jam Edition. We're Glad that You've liked it :D

Submitted(+1)

VERY nice heretic style fps! Really hard, but I just love the art style. Very long aswell, amazing work!!

Developer

Thanks! I've never even touched Heretic lol, I'm Glad that You liked it!

Submitted(+1)

Nice game! Very cool style, I really like the sound in this game. For some reason, it really takes me back to the time where games just became 3D and everyone was mind blown by the concept. If there was a nostalgia rating you would probably get 5/5 from everyone, haha. Great job!

Developer

Thanks! Most of the sounds (besides King Khrobaron's voice line & Protagonist's pain sounds) were taken from Freesounds.org, as for the Nostalgia factor, I've been playing way too many multiplayer Doom WADs (on ZDaemon) which has greatly influenced the overall shape of this Game. We're glad You've enjoyed it!

Submitted(+1)

Great game! Reminds me to Heretic and Hexen.

My issue with this game is the movement. It makes me fell really dizzy. Had to quit after ending the first episode, and came back to at least finish it. But it was impossible to keep up on the 2nd episode inside the castle I seriously don't know how I was able to complete games like Wolfenstein3D, Doom 1 & 2, Duke Nukem3D, Blood and Heretic. I guess I lost practice with the engine lol

I really want to finish your game, so I will try again later.

Developer(+1)

Thanks! You can always use the Level Selection Menu to skip certain levels ;)

Submitted(+1)

Oh that is very much retro game xD I am bit spoiled and not having Y axis mouse movement bugged me.

I kept dying from that green blob, couldn't get past it.  But I found the first location secret points room. 

Good game!

Developer(+1)

Thanks
If You're having any difficulties, You can always use the Level Selection Menu! As for the Mouse Restrictions, Episode 2 has vertical camera look unlocked.
Glad You've Enjoyed Our Game!

Submitted(+1)

Awesome doom-like style, and extremely cool ads!

Developer(+1)

Thank You! Doom was a huge inspiration for Me, and i Extremely Love Ironic Shitty Mobile Game Ads lol.

Glad You've enjoyed it!

Submitted(+1)

Very cool retro style. absolutly on point in he graphics part. I think the game is a little to hard and punishing especially for a jam game where peoples attention span per game is rather small. (had to learn that for my own game :D ) 

The shooting/aiming took a little to get used to but thats part of the retro style which fits the rest of the game, so thats fine. Overall i had a lot of fun!

Developer

Thanks!

You're right, I kinda went overboard with the difficulty there lmao.

I'm glad You've enjoyed it!

Submitted(+1)

Excellent Game, had a ton of fun, the graphics were really nice

Developer

Thanks! Glad You liked it :D

Submitted(+1)

Great game! It looks like it could have been made in the Doom engine, even though I see it comes with the UnityCrashHandler64.exe file.

The aesthetic was fantastic, really nailed the retro look. The controls were really fast and floaty (in a good way) like Doom, and the core mechanic was pretty fun. Huge amount of content too!

As much as I like the retro-style "hard game" aesthetic, I feel like at times went from "hard" to "unfair." The first level jumped really quickly in difficulty without much explanation at all. You can basically get 1-shot instantly after you open the wall after the first skeleton if you pause for even a second to take in the new scenery. It also doesn't really make much sense for the first enemy in the game punish you for using your melee attack - a move you just learned. I think I would replace the white skeletons in the first area (the area with the pond in the middle) with blue skeletons. They're fast and do lots of damage, but they at least feel fair for a person just picking up the game. I would also either give the player access to up/down controls for the whole game rather than granting that as an unlock, or at the very least remove most of the slime enemies that appear before you unlock that ability. One slime is a lose condition by itself with no mana (which in the first level, you should really expect a player to have), and two slimes can wobble you with basically no counterplay even if you do have mana. That's much less "dark souls" and much more "ninja gaiden," which I'm not really that into. If you have up/down controls though, you at least feel like you can fight back. Checkpoints would have been nice too, given the difficulty.

That said, I think the bosses were both pretty unique (and I did beat both of them ;) ), and even though they were riddled with slimes, they were at least predictable in the first boss, and manageable due to the expanded controls in the second boss. I really liked the red necromancer enemy, since it takes some time to figure out the best way to beat him, and once you realize he can generate mana for you if you leave him alive, it puts you in a really fun risk/reward scenario that I'd love to see more of. Grouped white skeletons were also a treat to see when they spawned in, knowing one good shot would take them all out. The first boss did this really well with a combination of white and blue skeletons in a clump, and slimes behind them. Trying to fend off the blue skeletons while angling a good shot around them to take out the white skeletons was the right amount of difficult and fair to keep me going through several tries. 

I also like the cheeky use of browser links (How did you get a link to this page before you submitted the game?), and the switch in the forest level got me pretty good.

Really great game, and impressive amount of detail. 9/10!

Developer (3 edits)

Thanks! The reason why the Player can't move their camera up & down is because the Episodes in this game were designed in a "gimmick" system, where each Episode has its own gimmick (First is "Faithful to Doom", Second's theme is "Wariolike").

If I put a Blue Skeletor (Ethereal Skeletor) at the starting area, the Player would easily get overwhelmed by an unexpected flurry of punches, especially considering that the element of surprise would render them unable to move (I think?????) which would only worsen the situation.

Slime Enemies (Foul Sludges) are a tad bit unforgiving I know, that's why We're going to decrease their amount (at least in E1M1).

Fun Fact: The Red Necromancer (Dark Mage) is actually just a palette swap of the Player Character, call that being lazy/faithful to original boomer shooters!

And also for the game links, I've published this game's older version earlier when We felt like it was finished, but due to some last-minute bugs, glitches & other whatnots, We've updated the game a bunch more times, this included adding the "Vote" button, Game Exit Easter Egg, getting rid of a bugged Ground Slam Ability in the Episode 2, a few more Easter Eggs and the Blessed Level Selection Menu

Thank You again for Your extensive feedback, glad You've enjoyed Our Game :D

(+1)

Fantastic game. I can't afford Doom, so I guess I know what game I'm playin' from now on.

Developer(+1)

Thanks! This Game will be expanded upon in foreseeable future, so You will have something to play! (Post-Jam Edition & more?????)

Submitted(+2)

Really well done.   Reminds me of my childhood growing up playing wolfenstein 3d, doom and cataclysm.  Great job all around!  

Developer (1 edit) (+1)

Thanks!
And boy do we love those "meh" text-only boomer shooter underwhelming "cutscenes" & intermissions

(+1)

This is amazing for 1 week of development. Controls feel nice and combat is fun. I do have to say that the current state of the slimes feels like bs. If you have no mana, or if you have 1 and miss your shot, you are just screwed. They are just too hard to get away from. And if you do manage to get away, a lot of times the only enemy around for you to melee are the skeletons that explode on death. So trying to get mana back to kill that one slime while somehow managing to keep your health above 0 is pretty damn hard. Another annoying bug was that if you try to shoot while too close to a wall, your shot gets eaten by the wall. That also was frustrating since mana is so precious. That said though, I really enjoyed this and I played it for over an hour! I can't say that about any other game in the jam so far :). I beat level's 1 2, and the one where you are around the statue and are force killed at the end. But the others I had to skip. I liked the level with the grass maze a lot. But after exploring the entire maze, getting all the collectibles, finding the switch and escaping with 1hp....The next room was an instant "Nah fam." Lol if slimes weren't a thing, I would have been willing to try again, but I know I would of had to do that maze about 9 more times before I beat that next room. Again though, super fun, I think if you just had a bit more mercy on the player, this game would have very high potential

Developer(+1)

Thanks for the Feedback!
I am fully aware of all those bugs You've mentioned, and they will get fixed in a Post-Jam Version.
As for the SLAUGHTERFEST, yeah, I could've placed some kind of a checkpoint before it, my bad (Post-Jam Edition)
Doom (1993) is Hard, and so is Marlok, I myself wasn't able to defeat the Final Boss for some good time (not that I haven't tested if the ending is even achievable)

(+1)

checkpoints would have been really nice. But I have never played old school doom. The hardest old school game I've played is OG Legend of Zelda. I've played OG megaman too but never finished it. I like old school, but I don't love the super punishing aspects of some of the games. It's possible that I'm just not the target audience *shrug.

Developer

I perfectly understand it, guess at least a difficulty slider would've been nice

Submitted(+1)

Damn slime enemies are bouncing you up and catching you up all the time without a wait was very annoying, I tried to push through castle but that enemy so annoyed me I had to quit lol.

Developer

These were especially made just to be annoying, I'd advice moving far away from them and killing them with a single spell, other than that, You can always use the Level Selection Menu to skip overly difficult levels ;)

Submitted(+1)

Oh boy once they find you, you have no escape as they are fast as well

Submitted(+1)

This was a wicked hard old-school experience. Reminded me of the days of Hexen. Great work, this was was legitimately fun to play.

Developer

Thanks! Took a lot of inspiration from these old games

Submitted (2 edits) (+1)

This is one of (if not) the best implementation of this old aesthetic in a game I've seen in recent times, the atmosphere is top notch!
It felt really good to get better at the mechanics and maps (especially the way you recover mana, it's really dynamic and powerful but risky to use), but still it was too hard for me - likely skill issue XD.

Developer(+1)

Thanks! What can I say, I've played just too many Doom WADs (on ZDaemon if You'd like to know), the Mana regeneration mechanics were indeed made to be risky, as You can see, the Blue Skeletors are the best source of Mana (they are plentiful & are one shot), but also these are pretty tricky to melee kill without getting hit yourself (though it is indeed possible)

Submitted(+1)

cool art style, I liked the mechanic with the mana regening, it forces a fast play style and I like it. The game is a bit punishing however if you run our of mana. Hard to kill anything with just melee so once I ran out it was pretty much ggs for me. But very cool game and a nice amount of levels overall :)

Developer (1 edit)

Thanks! If You can't seem to beat a level, don't be ashamed to just skip it! I myself wasn't able to beat E2M2 without using DEV-Only skips and the Final Boss after releasing the Game (though now I can say with confidence that I can speedrun it!)

(+1)

I really enjoyed the look and feel of the game. Those slimes kept messing me up!

Developer (1 edit) (+1)

Thanks! These (Foul Sludges) were directly inspired by Quake's Most Annoying Enemies which behave kinda similarly - Spawns (good thing Ours don't explode in Your face)

Submitted(+2)

Game feels really solid, and I love the Doom feel, especially in the first chapter. Graphics work well with the world. Nicely done!

Developer(+1)

Thanks!

Viewing comments 26 to 7 of 26 · Next page · Last page