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Hold My Wand GDKO Round 1's itch.io pageRate this game
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Type one of these words: AIM - DUCK - GROW - FLOAT - VOICE - CHOICE
AIM
Which game engine did you use?
Construct 3
What are your pronouns so I know how to refer to you in the videos?
He / Him
Will you continue in GDKO if you were selected as a Wildcard?
Yes
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Comments
Wow fun game! Gameplay felt smooth, and the progression felt good - damage bumps were very noticeable as I got upgrades. It was a little confusing at first that hitting enemies was taking away from my health bar, but I was able to get the hang of it before long. The only issue I really ran into was the game slowing down as I got more upgrades - it seemed to freeze for a second or two when I was hitting enemies after I had a handful of upgrades.
Other than that, great experience! You got really expansive with your skill tree so I'm looking forward to seeing how elaborate it gets.
Looking forward to playing this once its finished! Wow amazing art and idea! :D
This is neat! I really liked that every time you do an attack it is a different attack from the last. It was a good twist on the autoshooter arena battler genre. I had a small problem where enemies would get stuck on the little rocks lol, but other than that little hiccup the game worked very well for me and was a good bit of fun!
This is impressive given the timeline and fun to play. Gave me Nodebuster meets Vampire Survivor vibes.
I didn’t love the taking damage from your attacks as it made it really hard to make progress early on. I could see it working if you were able to pick up “cores” during the game.
There were some polished parts that felt really good like the skill tree and music, but I would have liked to see enemy attack animations. Screen shake when getting hit was good though.
Wow! Your skill tree is insane - so cool. Personally, I was terrible at the combat, but I was still blown away by how much you got into your game in two weeks. As another Construct 3 developer I am very impressed.
Thanks! Still a big work in progress :) I am using C3's hierarchy system to lay it out and dynamically building all the skill tree data and upgrade computations based off the info in the instance variables so I feel like it will be pretty extensible to update and maintain / improve for future rounds.
Honestly, that all sounds really cool. I hope to have skills to code like that one day too.
That was fun :) I think the only criticism I could give would be the purple rocks purple floor combo :P I got stuck on a rock more than a few times because I didn't see it.
I hope you will continue to develop this game :)
Thanks for the feedback! Yeah, i may re render the rock vfx with a different color to pop more. I am using effekseer so can tweak as needed and re render the spritesheet.
Cheers!
There was a lot in this with the upgrade system and the battles. The art and style all looked great! There was a good feeling of progression by buying the upgrades and going back into the battles a little stronger. Great game, I'd like to see this taken a lot farther.
Thanks for the feedback! Hope to make it feel more polished and provide more clear intent in the following round.
Absolutely insane to have been done solo in 2 weeks! Amazing! The skill tree is a lot to look at, I'd love for it to get visually clearer, and the level selection feels odd, especially before you unlock a second level. I'd also love to be able to choose what to cast and when, to really make the most of the 'core' provided and perhaps be able to get further sooner by risking bunching up more enemies before I shoot. All in all, very fun, I love the elements and the visual polish, great game.
Thanks! I didn’t have time earlier but added some clarity that a lot of the art and sound are asset packs I had access to. The look and feel uses a technique I developed using Blender to render out 3D assets with various shaders and compositing.
In this round I focused on building out the upgrade tree and various systems needed to manage all the upgrades in an extensible way. Was a ton of work to get it all working. Enemies use a flood fill and repulsion for separation.
I do have a feature planned to possibly let the player tailor their attack sequence. I imagine the skill tree will get a lot of work and balancing in the coming rounds.
Thanks for the feedback and playing! Will give yours a go tomorrow.
Cheers