Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
A jam submission

Mage McDuffy's Last BuffetView game page

Top-Down Shooter with Random Spells depending on Spell Dice. Made for GMTK Jam 2022.
Submitted by SwornCoyote (@SwornCoyote) — 5 hours, 56 minutes before the deadline
Add to collection

Play game

Mage McDuffy's Last Buffet's itch.io page

Results

CriteriaRankScore*Raw Score
Enjoyment#1803.9033.903
Overall#6703.6023.602
Creativity#12553.4193.419
Presentation#13053.4843.484

Ranked from 31 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?
Your magic attack depend on the roll of your spell dice. Every few seconds the dice rolls granting you whatever attacks were on the dice. If multiple of the same attack are in the roll then that attack will be extra strong.

Did your team create the vast majority of the art during the 48 hours?

No

We used pre-existing art

Did your team create the vast majority of the music during the 48 hours?

No

We used pre-existing audio

Leave a comment

Log in with itch.io to leave a comment.

Comments

Viewing comments 25 to 6 of 25 · Next page · Last page
Submitted

Man, i had a lot of fun with your game, pretty pretty cool <3

Developer(+1)

Hey thanks for playing!! Glad you had fun with it!! Means a lot!

Submitted

This was great. Had a lot of fun with this.
Certainly seems to be inspired by Vampire Survivors which is cool (it's a great game)
Upon reading through your page it would have been nice to see a little bit more made by yourself rather than assets from online but that is just me being picky.
Good work!

Developer

Thanks for playing and glad you had fun!! It was definitely somewhat inspired by Vampire Survivors. And ya I do feel a little bad seeing that so many other people made their own graphics and stuff... but I'm actually really terrible at that, and definitely can't do much within 48 hours so I opted to try and get as much as I could from free online sources. My main focus this jam was mainly on the feeling of the game. Maybe next jam I'll try to have more things that are mine. Thanks again though!!

Submitted

I'm so sus about downloading stuff but this game was worth it. (I hope there's no secret viruses or anything).

The voice lines are so good! The gameplay is slick and fast.

I'm on a laptop with just a trackpad, so I can't properly play a lot of the shooting games, but this one is actually playable because he shoots automatically. Thank you!

And the death animations are disturbingly good. There's so many little bones o_o

I just have one question - why are foxes enemies?? They're too adorable.

If any improvement, I'd say the theme was definitely there, but overshadowed by everything else going on. And being playable in browser makes it so much safer for the player and stuff.

Overall, awesome entry!

Developer(+1)

I'm sorry about the foxes!!! I know they are so cute! They were going to be sly spell dice caster enemies but that was taking too long to make... so I just made them faster than normal... and then I added bones and red pixels to every death........... if it makes you feel better though I was planning to have it mentioned somewhere that the enemies aren't "dying" and they just respawn at home so canon can just be they went back home. Also the fox is pretty angry you're crashing his buffet meal...

Anyways thanks for playing and your feedback! My primary goal was to make a game that was fund and felt good to play. Definitely happy that the deaths felt impactful. Also glad that the auto aiming actually helps out! I was thinking that if the player is just going to be shooting 99% of the time might as well make it automatic. Oh also really appreciate you like the voice acting! That was pretty much a last minute thing I did and I had no idea if people would like it or if they would be considered really dumb.

Your feedback is fair. I know towards the end when you have 3 or 4 spells at once it really doesn't matter which ones you get cuz they end up just obliterating just about everything. Randomness then really isn't much of a factor! And ya sorry about having to download it. I used game maker studio but I didn't notice till the end that my copy didn't have export to web. I actually tried to look into buying that version real quick right before submitting but the gamemaker website was being dumb. Was worried it would impact how many people would try the game though.

Thanks again though and good luck!!

Submitted

That was tasty!

Developer

Thanks for playing!! Glad you enjoyed the buffet!

Submitted

eaten about 500 tasty morsels then lost my will to continue lol
the food sprites seem tasty 🐵
great concept (similar to mine, great minds think alike), veeeeery satisfying to play!

my suggestion is to make the player more aware of his weapons and how they change things. maybe some spells can be more effective in some scenarios. 🤷‍♂️  I don't know. When I got to 4 different spells at the same time, I adopted a "just keep shooting" mindset and the cool weapons lost some of their importance and uniqueness.




Developer

Hey thanks for playing! I agree we both had great ideas for this jam!! And glad you found it vey satisfyingly to play! My primary goal this jam was to make a game that was fun and felt really good to play. Lot of positive reception with the feeling so I think I hit that mark.

And I agree with your feedback. I didn't really catch it till towards the very end when I was doing a couple playthroughs, but 4 of the spells are just aim in the general direction and especially when you have up to 4 different ones at a time they can all blur together. If I revisit this I'll look into a way to make them all more distinct with specific niches. Also ya I should have probably made it more obvious what spells are actually being used because again they do all blur together in mid to late game.

Thanks again for playing and your feedback!! Good luck!

Submitted

Ha! That was fun. Seems like a twist on Vampire Survivors, creatively adapted to the theme. Cool stuff, I had a blast!

Developer(+1)

Thanks for playing and glad you liked it!! And ya Vampire Survivors may have been a bit of an influence lol

Submitted

Man..... that was satisfying 🔥🔥🔥

Just oblirating everything with new attacks randomly shuffled felt extremely good! It always keeps you on your toes... to find new ways of fighting based on what you got. The dishes made me hungry to... 🤣

Overall, an amazing entry! Really fun and amazing engaging! Congrats!!! 💫💪

Developer

Thanks!! Glad that it was satisfyingly to play!! My main goal for this jam was to make a game that was fun and felt really good to play. I'm glad that people have been pretty positive about it overall!

Thanks for your kind words!!

Submitted

No problem dude! You really did a nice job and you deserve it! 💪👏

Submitted

Great game, really enjoyable with a good scaling and creative weapon upgrades. And the endgame was just amazing. 

And yes, we indeed used same explosions xD 

Developer(+1)

Hey thanks for playing and your kind feedback! Glad you enjoyed it through and liked the endgame as well. And they were good explosions!!

Submitted

Had to jump some hoops to make it work on Linux, but it was worth it. (if you have access to linux/mac/web exports then you should export it, if you don't, well, can't blame you)

I like the voice lines, one of them stood out, it's the "you can't get past my shield", but the enemy doesn't even have a shield... Not sure if this was intentional or not, but i laughed.

Game feels really juicy, especially at the end, oh god, so good.

You kill an enemy - it explodes with bones littering the room, i don't know how much time you spend on it, but let's just say in a game which is manly about killing hordes of enemies should have a good death animation and you definitely achieved it.

But at the same time i feel like it could be so much more juicy.

Here's some things that might improve your game:

1. You can skip a couple frames when you kill an enemy, if that feels too much you can just do it for boss enemies.

2. You have sound effects, but you need them for each action. You eat the delicious food? You can just record yourself saying "Yummy" and on each pickup randomly change the pitch! If you throw a dagger then there should be a sound of a dagger flying and so on, there's plenty of public domain sound effect out there. Never mind, i had sound turn down too much, i could hear the voice line but not sound effects, but it still applies for some actions.

3. The wall of text at the beginning gives a reason why, but it doesn't utilize "show, not tell" well. You don't necessarily have to draw detailed drawings, you can use very short in-game cutscenes, maybe even pre-recorded if that's possible.

4. Sadly, the idea of rolling the dice to get an ability doesn't really work, because there's not that much meaningful difference between them (5 of them require you to look at the enemy) and you can't manipulate dice rolls in any way, fits the theme, but feels random. Maybe making a dice as an object that you can throw and then for 1-2 seconds manipulate by... rolling it will improve it somewhat.

5. After around 5 minutes i thought the game was over, but no, there's a boss, and if you reach 1000 morsels (I've never seen this word before) eaten you even get the overpowered abilities that are extremely fun to play with, so the complaint here is about the length of the game, make it faster for the jam, the most fun i had was at the end when i barely have health and i was obliterating hordes of enemies and was excited to see what will happen at 1000 morsels.

6. A short tutorial before the game will be quite nice, you explained controls, but you didn't explain that i have to eat morsels to get new dies, yes, there's a text at the top of the screen that says that, but that's not a good way of teaching people how to play the game. Adding pictures with short explanation before the game starts can be a low-effort way of explaining mechanics to the player.

I didn't play that many games, around ~15, but i have to say, this is my favorite so far.

Developer

Wow thanks Emilly for the generous compliments and the feedback!! I appreciate you giving my game so much thought! I'll go down some of the main points:

I use Game Maker Studio and I believe my edition does have an export to at least Mac/Linux... not sure if it's extra work but I'll check that out and try to include it next time or update this version later on after the jam. And glad you like the voice lines!! I had no idea how they would go over but it seems they had a positive impact on the game. Though one thing you mention about the shield guy was a fear of mine! The knight guy (and the boss) does actually have invincibility for a few seconds at a time but the only thing that I did to show that was to have him show up light blue and he doesn't show any impact damage. I knew that was a stretch though for people to understand and probably should of included some sort of tip or icon or something to better represent that.  The voices were the very last thing I did and the knight guy was a last ditch effort to give one more plausible tip about invincibility and to provide a little bit of character to him. 

I am super happy you found the game juicy though. My primary goal was to have a fun game that felt really solid and great while playing. I especially tried to make that happen with the deaths since I wanted it to be very impactful. So far reactions seem very positive about that so I'm pretty satisfied. Though there definitely ways I can make it even juicier for the future.

1. I may consider that at least for big enemies.

2. Ya I probably should have added a few more sounds but due to time I just did the ones I thought most important. Also one thing I wanted to avoid was having too many sounds, especially with things like the water shots going off at like 20 rounds a second or something. But I agree a few more sounds like a knife swoosh could have been good.

3. Fair point about the text. It was pretty much just quickly written to give some basic context to the game and provide a little bit of character. Maybe it would have been better told during game (or even voicing it in game???) but it's also one of those things where I could get that out in a few minutes versus some other options.

4. I agree, and it's one of those things I didn't really notice till doing final playthroughs of my game once it was all put together. 4 out of the 6 attacks are just aim in general direction of enemy and the other 2 (lightning and frost) are just 360 degree damage. If I ever come back to this or make a sequel I'll try to make each item fill a more specific niche somehow.

5. Completely agree with that! Honestly I wasn't expecting players to stick around till 1000!! That was more of stretch goal for the dedicated to then see the ability that 4 level spells can do (since the chance of getting one normally is so low) but I thought most would lose interest or die before then. But now even playing it back through I know 200 - 400 is a little long, and that 400 - 1000 is very long. I should have balanced it to probably be cut by at least a third. But I am flattered that so many people are sticking around to 1000!

6. I didn't really think of a tutorial but in hindsight ya probably should have thrown something up as a basic gameplay how to as eating food to advance may not be that intuitive. Also I probably should have included a bit of a description on what each spell did... though maybe that doesn't matter much since most did the same thing in the end! Also probably shoulda explained the knight guy...

Anyways thanks again for your nice writeup and feedback! Definitely gives me some things to thank about. I'm almost thinking of making a sequel since this was so fun to make, and I'll be sure to include what you said in my development. Also thank you so much that at the time this was your favorite game!!! Quite possible that's changed by now since there are many great games in this jam, but even just being an early contender for that honor is awesome!

Thanks again and good luck!
-SwornCoyote

Submitted

This was really fun to play. Reminded me a bit of the Binding of Isaac, tbh. As others have mentioned, the actual randomness starts to not matter as much once you get to multiple powers at once, but I think the volume and variety of enemies is pretty well balanced to keep the level of challenge up. Good job!

Developer

Thanks for playing and glad you liked it! Ya I agree that eventually the randomness dies down since you just start having almost everything at once. If I come back to it in the future I definitely think of a way to make the powers more unique and better in specific cases.

Submitted

I thought the game was super fun! The concept was funny, and the gameplay was suuuper satisfying. I loved the super heavy guitars going as I'm just devouring everything in sight lol. I kinda felt like I was playing COD zombies again with some of the enemy training I was doing.
Some feedback:
Not a huge thing, but I thought the milestone were a bit long. Maybe if there was more ground to cover, but eventually I kinda got into a rhythm of just hitting up the same places over and over.

I don't think the RNG/dice element really affected much for me. All I really ended up knowing was that I was spamming out projectiles like crazy, and the actual RNG/dice element felt a bit separated and didn't feel super impactful to me.

Overall though, super fun game! Loved it!

Developer

Thanks for playing and glad you liked it so much! An honor that it even somewhat reminded you of the glory of some COD Zombies from back in the day! Ya one of the primary goals I wanted for this jam was to make a game that was fun and that felt good to play. I think I did pretty well this time.

I agree about the milestones. I actually didn't expect people to play too much and I did want players to spend at least a little time with lower level spells, but I know actually play through it trying to get all the way to a 1000 is a stretch. Especially as several people have noticed it essentially just turns into running in a huge circle for the best spots.

And also good point about the rng. I didn't really notice till the end of developing, but 4 of the weapons are literally just point in general direction. If I ever revisit this I'll probably think of a way to make the weapons more specific or impactful in certain niches.

Super glad you loved it though! Means a lot!

Submitted

This is a fun little game! I found it pretty easy to run around kiting the enemies, but they eventually wore me down with ranged attacks. I think adding a couple of small walls or rooms around the level could make for some interesting challenge areas.
Also the voices were 10/10, I'm looking forward to the Mage McDuffy extended universe.

Developer

Thanks for playing! And really glad you liked the voices!! I did those at the very end and had no idea how they'd go over, whether they'd add to the experience or people would think they're dumb.

And ya I originally did have a few walls in place, but then some of the enemies were being dumb on them and I think it did break the flow a little bit so I ended up just having it be a big arena essentially. If I come back to this a may add some wall and other noticeable obstacles or something.

And I'll let you know if the sequel ever comes! I did have so much fun with this I'm low-key considering it... 

Submitted (1 edit)

(Josh)
I had fun playing this game. Using randomized abilities was a fun take on the theme, and I liked how you stack abilities as you progressed deeper into the game.

It did get relatively monotonous after awhile, as I mostly focused on circling the room and grabbing as much food as I could.

Overall, good job!

Developer(+1)

Thanks for playing! Greatly appreciate it! And ya I agree, I shoulda maybe put a little less reliance on just food and maybe have some sort of random events pop up. Ideas for next time!

Submitted

Great game 😊

Developer

Thanks!!! Glad you liked it!

Submitted

This was fun! Reminded me a lot of Vampire Survivors, though the collecting of food was a clever twist, so that killing enemies is simply about survival, rather than getting stronger.

The randomiser for the attacks were also quite cool, and I particularly liked that it randoms into giving you upgraded versions based on the number of die; a nice built-in scaling and interesting variation.

Nicely done!

Developer

Thanks for playing and glad you enjoyed it! I was definitely playing some Vampire Survivors recently so that rubbed off a bit, though I think the game turned even more closer to that than I originally planned! And ya I actually didn't even consider that till like halfway through making it that really the enemies are nothing more than obstacles which also works thematically with you just trying to eat as much as possible. So ended up working out!! Glad you liked the random attacks/scaling as well!

 

Submitted

Fun and funny, looks good, sound is good, hitting an enemy feels very rewarding, overall funny silly game!

Developer

Thanks for the compliments and for playing the game! Ya one of my goals this jam was for things to feel a little more impactful so hopefully I did that this time!

Submitted

This was fun, I'm going to devour all the food haha! I'm so HUNGRY!

Developer

Thanks for playing! And go ahead and eat it allll!!!

Submitted
Deleted 195 days ago
Developer

Thanks for the compliments and for playing!

Submitted

The game and concept were excellently executed! 

Developer

Awesome! Thanks for saying that and playing the game!!

Submitted

Un gameplay vraiment sympa, c’est divertissant ! Ca ressemble un peu à Vampire Survivors ^^

Developer(+1)

Thanks for playing! Vampire Survivors was definitely an inspiration here!

Viewing comments 25 to 6 of 25 · Next page · Last page