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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
Was pretty cool. Wouldve liked it to be a bit faster. Felt a bit slow at the start.
Other than that, cool game. had fun playing.
Thanks for the feedback, I've been planning to make the difficulty scaling faster.
Cool game!
Thanks!
Like the use of the theme... it reminded me of Sifu a bit. :) Also enjoyed fully upgrading everything and killing enemies with walls of fireballs before they walked onto the map, haha
Thank you, I'm happy to know that you enjoyed the game. I'll make sure to make the late-game harder to keep the challenge going. As for now, I'm going to wait for the game jam to end before I get to implement some gameplay changes.
Very cool. After getting all the upgrades I truly became undying lol. I did notice a weird thing where enemies would randomly die offscreen even though I wasn't shooting in their direction tho.
Thanks for playing, I'm happy that you felt the progression. As for the enemies dying offscreen, I do find that a bit strange since there's only two conditions for enemies to die, one is if their hit by fireballs enough for their health to get depleted to zero. The other is when their lifespan runs out (This condition is only present to flying enemies/bees to despawn them when they go off the screen). I'll still look into it though just in case if I missed anything.
nice game! Would like an end or a goal to it. The game gets too easy too fast. agility is basically useless bc there is no incentive to jump that high if you can just kill everything before it even shows up on the screen. some map variation would be cool too. over all very fun tho
Thanks for the review. I've been planning to balance out the scaling since as you said, it gets too easy very fast. As for the agility, I think I'm going to add an extra mechanic like a chance to negate the damage dealt by an enemy to buff it. But it seems like I have to wait for the jam to end before I get to implement some gameplay changes.
you should definitely look into level design a lil. maybe have different platform heights and layouts the enemies spawn on and maybe you can try to have stages where you defend a spot
I'll look into it and I'll take those suggestions into consideration. I appreciate it.
Duuuude! this was awesome! I loved the concept and you implemented a really tight game with nicely chosen artwork. Great job!
Thank you, I'm glad you enjoyed the game.
I like the particle effect you put on the enemies when they die. It's pretty and satisfying. The graphics look great all around, too (though I know you didn't make them, but still made me click so it's an important choice, and you used the assets well.) My one critique is that I really would have appreciated a bar or some graphic to show me when I can shoot. It was hard for me to fight when I didn't know what the cooldown on my fireball was, and when it was ready to fire again.
Thank you for the detailed review, I appreciate it quite a lot! The thought of adding in a cooldown bar that displays when you can cast fireballs has crossed my mind at some point in development but it seems that idea was buried in my memory; I guess that goes to show how important it is to list down ideas in my notes. Anyways, thanks!