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Spellmonger's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Enjoyment | #2497 | 3.000 | 3.000 |
Overall | #2761 | 3.094 | 3.094 |
Style | #2796 | 3.133 | 3.133 |
Creativity | #2945 | 3.150 | 3.150 |
Ranked from 60 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?
In this game you have to survive for 15 minutes. During these 15 minutes you will be attacked by growing waves of enemies. To face them, you must create, customize and improve your spells, which will evolve and grow throughout the game thanks to a special spell creation system.
Development Time
96 hours
(Optional) Please credit all assets you've used
Maaack's option menu, alagard font, SilentWolf's leaderboard.
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Comments
Kinda realised that having two projectile spells - one with low damage and one with high - is best to kill everything on the map. But if the game had a lot of diffrent spells to strategize with, that would be really cool :)
I agree that over time it become quite repetitive, the balance would need to be tweaked and also I didn't have the time to implement all the shapes and effects I had in mind.
Thanks for the feedback! :D
noice
Managed to hit level 67. The game was very enjoyable, but became repetitive over the full 15 minutes. I think a shorter amount of time with more frequent bosses would be a good change. The magic system was fantastic, lots of fun trying out new spells. Didn't feel like the game was "inspired" by the theme and was more inspired by vampire survivors.
Thanks and congrats for your level! I do agree that I should have made it shorter or at least rebalance the shapes & effects a bit. Also, truth is I never played vampire survivors (I did play some similar game tho), the game was more of a testing ground for that spell system. I decided to make a vampire survivor-like game because it was a simple "base" to work on and add the spell system to it.
Ok I loved it! This might be my favorite type of concept in any game. Giving the player freedom over the core gameplay will always be awesome if you design the systems correctly. Please polish this more, add more variables and factor to the spell building system, this has potential.
Giving the player freedom over their gameplay was the main goal of this system, sadly some spell compositions are a bit too OP which makes others useless. I don't know if I'll work on this prototype more, but I'll definitely use that system on a more developed project!
A really unique take on the given theme. The idea of customizable spells is really cool. The music is good but some sound effects for the spells and monsters would be cool. Other than that really amazing game!
Thanks! The sound designer/composer that worked with me on this did send me some sounds for the enemies and spells but they were a bit too much since there are so many enemies and spells being used at the same time.
What an interesting take on the theme. I love the ideas of customizable spells, reminds me of the old elder scrolls games like daggerfall where you could build your own spells :D
This game would work good as a stand alone release, but the game jam format holds it back a bit with how complicated its mechanics are.
I think this game has a lot of potential if taken farther, and i think you should be proud of what you did here
Keep making games!
Thanks, I will! I have some ideas for a more developped game with this system, I'll see where this take me
The spell crafting system is really fun! I found two potent spell combinations fairly early on and cruised through the game by stacking magic regen and dumping everything into those two spells, and then keeping a self-healing spell for good measure. So I didn't innovate a whole lot with the system, but it's very cool nonetheless.
The Touch effect has a really short range, and it seems that your player's hitbox is the entire sprite instead of where the feet of the player would be. So enemies coming in from the top could damage you before they'd get hit by the Touch spell, which also has very, very short range.
Nonetheless, by the end of the game, I was an unstoppable beast, evoking the best parts of a Vampire Survivors-like game. Fun game!
Thanks! The radius of the touch shape is short but since you can upgrade it fairly quickly I thought it was okay
Also I just noticed, you're n°1 on the leaderboard! Congrats :0
I wasnt able to get super far since the first shape was so low range that it was hard to hit enemies without being hit. I think the concept was very good and has potential to be something bigger
Thanks! I'm already thinking about using this system into a more developped idea
honestly an incredible game idea!! i would love to see a full scale game with this kind of custom spell system. its a much more sophisticated and complex loadout building system for an arena shooter like this than the current standard, usually it being just pick 3 options and you get either new bullet type or 1+ better stat and thats it.
Thank you!
Ok I spent so long playing this game holy. This was actually just so much fun! The early game is slow, but once you get ramped up, you get to just be a big ball of death and I'm here for it. Could it maybe use some sound effects and a bit of polish? Who cares, this was a blast. Great game!
Happy that you liked it!
Thrilling! Big fan of these type of games :)
A real fun idea, though I couldn't really get the hang of it ^^;
I didn't have the time to make a proper tutorial sadly :/ sorry
But thanks for giving the game a chance!
Addictingly good
This seems like a very fun idea. I can tell that a lot of effort was put into the spell system. Unfortunately, the particles just don't seem to be showing up AT ALL for me, no matter what i do. I don't know if it's just me, but I tried on several different browsers but the particles are never visible. Without having particles the game is sadly not very playable. I would really love to play this with the particles working though, as it is a really really good concept.
Huh that's really weird, I'll try to have a look but if you find something related to this problem don't hesitate to let me know.
And thanks for giving my game a chance :D
This is a great game and concept.
It's always really fun to craft your own spells, this game was no different. I survived the entiire 15 minutes. And onto the details:
Creativity:
The game fits the theme by an inch. Taking "scaling" in a roguelite sense. The games mechanics are really fun, unfortunetly the game was too easy, i found myself not using haste, teleport or most of the spells, opting to just use ray with all damaging effects. I liked the first and final boss, (though i did one-shot it) The game suffers from poor performance later on due to too many particles.
Art:
The game looks pretty good for one made in 4 days. The art could use some work, but it works and is quite uniform, nothing sticks out. The designs of the bosses are cool. The UI is what bothered me a bit. At the beginning i felt bombarded with information, i feel like Souls and Spirit cancel each other, there is no need for upgrading spells through orbs if they're limited by mana, and vice-versa. The spell making UI was quite bland, and could use a bit of graphics.
Sound:
The game could use a little more soundeffects, it also would be nice for there to be boss music, though the music in the game was pretty good.
Overall great submission, you took 15 minutes of my time and made me enjoy it :)
Thanks a lot for this in-depth feedback! I struggled with the balance but I'm glad you still enjoyed it even tho it was easy :D I wanted to test this spell creation system and when I saw the theme of the jam I thought it was the perfect moment to test it. Those feedbacks will be really useful once I decide to use this system in a more developped game! :D
It would've been a perfect fit for the Pirate Jam 15 lol
True! But my team and I decided to go with another Idea for the pirate jam :) (check midnight spirits)
This game is a slog... I just felt like it could have convade it's entire content in just 5 minutes the game is totally fine with you spamming 1 spell over and over and just picking mana regen after the 5 minute mark I was just sitting there clicking one button over... and over... and over again i just felt bored out of my mind in the 5 minute waits for the next boss.
Thanks for the feedback. It's true that some things are too OP, I struggled with the balance but my tester said it was fine so I didn't focus on it that much since I was more interested in seeing if i could make that system.
It's always good to see those kind of feedbacks that points out the issues :D
Very nice game, once I figured out how the game worked and a strategy I rlly liked it haha and I lived for longer than expected~ The tutorial is nicely done as well and having options and an overview screen is great too!
Great idea, the spell building is a nice concept but I wish I could build better spells as I got through waves. It seemed like I didn't get many real upgrades, most of the level up stuff was only unlocking different ways of playing that I couldn't combine or create crazy stuff because mana regen was quite static throughout the game. I did see the mana regen option about twice in like twenty levels and it only increased it by very little it seemed, maybe you could have 2 rewards at each level? One for unlocking new spells and another for upgrading yourself (health, mana, etc.)?
Nice job overall though!
Hello! Thanks for the feedback! The mana regen may seem small but it's actually half of what you originally have so take it twice and you multiplied your regen by 2 :D
Also the "upgrades" that actually improve the efficacity of the spells are in the spell creation menus. The modifiers that you can change at the cost of some souls (you can upgrade your damages, range etc.)
The thing with those upgrades that cost soul is they also increase mana cost and most times I had to wait 4-5 seconds to cast a ~4 cost spell I had made and the offtime was just dodging being able to do nothing. And spells with lower damage or range weren't helping much at that point
When you're in this situation you can upgrade your mana regeneration when leveling up, but you need enough chance (or souls) to roll this reward.
Unfortunately it's very hard to control with having both movement and skills on the left hand
You can change the keys for the spells in the option menu :D
This Game is so unique and has a Genius idea! Its so cool to combine this System of spellcrafting with a survivors-like. I love it!