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Lost Library's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Controls | #24 | 3.015 | 3.636 |
Fun | #25 | 3.090 | 3.727 |
Accessibility | #25 | 2.563 | 3.091 |
Audio | #28 | 2.563 | 3.091 |
Theme | #29 | 2.789 | 3.364 |
Overall | #32 | 2.757 | 3.325 |
Originality | #35 | 2.563 | 3.091 |
Graphics | #36 | 2.714 | 3.273 |
Ranked from 11 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Godot Version
4.0.2
Wildcards Used
N/A
Game Description
You have found the lost library containing forgotten spells from ancient times. Fight through the rooms to receive the knowledge.
How does your game tie into the theme?
You discover forgotten knowledge which in turn makes you stronger if you can remember them
Source(s)
https://github.com/kuma-gee/lost-library
Discord Username(s)
Sakkaku#1225
Participation Level (GWJ Only)
3
My game has an export for Linux, Windows, & Mac and/or is playable through HTML5
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Comments
Nice work! This game was lots of fun to play and I really like the concept of a “roguelite” where the progress is stored in the player’s brain instead of built into the game like most.
Presentation-wise, this game feels really polished. The animations, sound effects, and camera effects come together to make a really juicy gameplay experience. The feeling of the giant book crashing onto the floor was visceral!
The gameplay was fairly challenging - I didn’t get too far without dying, but at least I managed to learn some spells along the way! The friendly-fire lightning damage caught me by surprise and I learned perhaps too late that maybe I shouldn’t just blindly case Thunderstorm all the time…
Congratulations on the entry, I think you did a great job on this one!
I really liked how the theme is reflected in your game, as you need to remember how to cast the spells and if you haven’t forgotten this knowledge, you can cast them right from the start, very good!
You didn’t list it, but I see the “under pressure” wild card realized in your game, as you are pressed to cast the spells as quick as you can to play efficiently.
Its fun when you learn to cast spells quickly. The normal attack should have a slightly higher range imo. The lightning spell has satisfying polish, but doesn't seem to be very useful. It could be a good game if you work on it more.
Very fun game, it feels really polished. The casting system is very good, and it feels very satisfying when you cast really fast.
This game has a very good potential, gameplay is already fun and engaging with the limited enemy type and spell variety.
Good stuff! I like the spellcasting concept quite a bit and I think it could be really cool if it were a bit more fleshed out. In the current iteration there isn't much reward for the risk IMO- shooting a fireball doesn't help much when the little guys are always right up in my face- but with a bit of rebalancing I can see the system flourishing.
Hi Kuma-Gee,
Congrats on your entry! :)
As you said, we had kind of a similar idea but the games turned out be pretty different, didn't they?
I love the idea of using the arrow keys while standing still to cast. It gives a right risk / reward decision for the player to choose between fleeing / casting a powerful spell.
The pixel art and the amount juice and polish make this game a really pleasant experience.
I wish that I had a chance to look at the unlocked spells though because sometimes I forgot the combinations, haha.
Awesome job!
Glad you liked it! I didn't even think about the risk/reward thing. It just turned out that way since I needed the movement keys.
I thought about having some kind of spellbook but in the end I thought it fits better the theme without it. Since you can still cast it even if you died if you still remember it.
really neat! I like the visual style, it's very clean. Obviously this being a jam game i don't expect the game to be fully furnished and having lots of enemy variety but as a proof of concept how i'd make this better is add enemy variety and spells that work better for certain enemies (metal enemies attract lightning from the thunderstorm spell, book enemies take extra damage from fire spells, etc.) which would help make this game prompt you to use different strategies at different times. Maybe add ways to make spells that interact with eachother - like a lightning rod for lightning and stuff. Over all what i think this entry has the most is potential.
Thanks for the input. I did still had a lot of ideas for this game, like you said, more enemies and spells/combinations. I even started on drawing a fire book enemy, but realized it was too much to finish on a weekend. I wanted to focus on having a polished game instead of a half-finished one. Maybe I'll continue working on it, if I find the motivation :)
neat stuff!
Very fun game! I've died too mahy times to my own thuderstorm hahaha. Would be nice to have some way to see the spells casting commands somewhere because i forgot them very fast, but it kinda goes back to the jam theme so maybe i just need to git gud. Anyway great game
Thanks! I did consider some kind of spellbook, but it might have taken too long and it somehow fits the theme anyway. The spells also have a kind of pattern, so if you master them you can basically spam it ;)