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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.
I like the game very much super addictive! I would have liked to have the base shoot speed just that little higher as the beginning felt a little slugish. The one thing the game needs the most is being able to hold the mouse button and fire on cooldown having to click each time at higher firerate is not the best for my hand °^^ I really love the eye for detail with the camera feedback when you have high acrobatics and land!
Thank you so much for the feedback! I've been planning on making the base fire rate faster for the early game as well as changing the fire input to holding the mouse button, I'll be putting it higher on my priority list now that a lot of peeps are mentioning it. Also, I'm glad that someone noticed that detail for the change in camera in landing whenever the mage gets to a high acrobatics level.
Nice little arcady game, although I expected to have a health upgrade, but there isn't, not that big of a deal tho.
Also, when you die, a black square fades into the screen, but it's small and doesn't cover the whole screen (is this a bug?)
Yeah, it's a bug. I forgot to disable the ability to full screen during the build because I haven't added much to support some parts of the UI on bigger screens and other things since I was under a time constraint due to my final exams in school. Anyways, thanks for checking out my game!
Nice game you have here.
This was great! When I maxed out I would just spam fireball and run behind my flame lance :)
Very fun and addictive game! After my third death I became an untouchable god and I liked it. Great job.
Very fun game i really like the music and sound effects. Wanna check out mine?
Thanks for trying out my game! And yes I'll be playing yours :D
great game
Only after 2 deaths I was basically impossible to kill me with got boring, maybe it would have gotten more challenging if I continued to play but the monsters were getting stronger to slow so I got bored before that.
I would also like some variety, maybe a more interesting map/different maps for progressing through the difficulties and a boss monster every few difficulties would be a lot of fun.
Not my favourite game right now, but with these additions I think it could be a fun game because the core gameplay is a good idea!
Also you should explain how to shoot and play the game because at first I was a bit lost on what I was supposed to do,
Faster difficulty scaling, level variety, stat balancing, and more description on controls. Thank you for pointing those out as I've been taking notes on other people's reviews on what to improve upon next. Thinking about the idea of adding in a boss monster every few difficulties pretty much gave me that spark of excitement as I imagined that it would be a pretty good addition to my game.
I wish I did more playtesting in my game but it was final exams in my school during the week of the jam so a chunk of my time was pretty much sliced off; I had to make a final dash during the jam's final hours before the rating phase.
Anyways, thanks a lot for the incredibly detailed feedback, I appreciate it and it will help me a lot when thinking about game design.
Great addictive game with cute graphics. Great work in 10 days not far off a finished article.
Thanks, It was actually my final exams in school during the week of the jam so a chunk of my time was pretty much cut off. I had to make a final sprint during the jam's last days before the rating phase; I didn't have much time to playtest but I'm glad some peeps still like it :D
I put everything in firerate, totally worth it. Nice game loop, I wanted to keep going until I maxed out everything.
This is addicting I confirm I was playing in several times and I want to play more :D Good sounds and music choice.
This game is really fun and super addicting! Amazing work on it \(^^)/
Thanks, I'm happy to know that :D
Nice and fun game I had a great time playing it, Aesthetics and music are fine, I would have added more sfx in particular to give feedback to the player when he is being hit.
However I feel the difficulty scaling should be adjusted: is way too easy to become invincible by putting enough points into fire rate and power, maybe you should implement a level progression in terms of points to spend (eg 100 for level 2, 125 for level 3 etc).
Also I found spending points in acrobatics worthless because, again, with enough fire rate and power there is nothing that can stop you and, while it is very satisfing being a mage god, it made me loose interest. Finally, I think there should be an automatic difficulty scaling even if you don't die, or the game can easily become stagnant.
Good job overall!
Thanks a lot for the very detailed review. It helps a lot.
For the damage sfx, I guess I should have raised the volume for it a bit higher since it gets easily buried within the music; making it not that noticeable. As for the level progression in terms of points, yes I agree I'll be implementing that change in my game's next update.
For the acrobatics stat, I think I'm going to buff it by implementing an extra mechanic to add a chance to negate an enemy's damage in the next patch. I'll also make sure to make the game harder in the late-game to keep it challenging and interesting.
As for the scaling, there's actually already an automatic difficulty scaling. The amount of deaths just makes it faster to go from difficulty 1 to 15 compared to having no deaths.
Overall, thanks again for the detailed feedback as it really helps me a lot in terms of game design.