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Undying Mage's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Fun | #67 | 3.906 | 3.906 |
Music | #104 | 3.688 | 3.688 |
Aesthetics | #121 | 3.969 | 3.969 |
Sound | #124 | 3.375 | 3.375 |
Mechanics | #156 | 3.531 | 3.531 |
Theme | #168 | 3.625 | 3.625 |
Story | #401 | 2.281 | 2.281 |
Ranked from 32 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How many people worked on this game total?
1
Did you use any existing assets? If so, list them below.
Kenney art, Kenney creature mixer, fireball sprite, and all audio files.
Link to your source?
https://github.com/DragunWF/Undying-Mage
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Comments
The game managed to keep me in. It was very satisfying to see the character grow stronger. I have completed all the upgrades. Congratulations, it was really fun to play.
Hey man! We have almost the same game :)
If you want, you can check out mine.
How do you say it: brilliant minds are alike? Something like that :D
I'd say that I feel quite honored by that last statement. And yes, I'll play your game as well :D
I thought this game was okay, then I saw the upgrade menu, and I thought it was good. I would want to see some kind of indicator for the fire cooldown, and some sort of boss enemy that you need to max out your upgrades to be able to beat.
Thank you for the feedback, I'll be placing the addition of a fire cooldown bar and a boss enemy higher in my priority list now that more peeps are mentioning it :D
Fun game. At first I thought it was pretty difficult but those upgrades made it go from hard to almost too easy. The curve probably needs to be a bit steeper. But I dug the music and the art style. And it was very satisfying having a powerful machine-gun fire-ball going.
Thanks a lot for the feedback. I'll make sure to take note of balancing the game's difficulty curve in my list of things to improve on the game :D
I am the strongest mage alive
:D
Congrats on completing the jam! I thought it was fun and just the right scope for a jam game. If you were to expand it, it would be cool to include new spells to purchase and further upgrades. More enemy variations, or a larger level with multiple platforms would be awesome too. It would have a very Risk of Rain feel to it then.
I did notice that the difficulty seemed to stop growing after a point, and my character was so powerful that nothing could touch them. One minor issue I ran into is that upgrading acrobatics was actually detrimental - Instead of the bees flying at the top of my jumping arc, I had to time my shots to take them down.
Thanks a lot for the feedback. Those are some pretty cool ideas, I think I'll be taking note of those whenever I start planning on updating my game after the jam. I'll be fixing the bugs in the game's difficulty scaling and I'll be adjusting the jump force on acrobatics/agility to make sure that it won't be detrimental when it comes to taking down bees in the next patch.
Was challenging at first but after 3 deaths, I maxed out every stats and became an untouchable god. It makes the game boring in a way as you are just shooting. Changing the shooting input from continuously tapping the fire button to holding the fire button can ease the stress on the player's hand on a longer gameplay. Although the enemy looks different, there are only 2 variations of enemy, flying and walking enemies. It would be cool if you could add enemies with ranged attack and more variations.
Overall great work, the game is fun and art looks great, the funky music fits the game.
Thank you for the feedback. I'll be implementing those improvements as you mentioned, such as the change in the fire input, more enemy variety, and the need for increased difficulty. I'll also balance out the pacing in upgrades so it doesn't become too boring fast in the next patch.