Dang thats a lot of spells for a game jam game its also impressive to make a procedurally generated world.
Play game
Leif's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Gameplay | #30 | 3.143 | 3.143 |
Audio | #47 | 2.762 | 2.762 |
Overall | #54 | 2.857 | 2.857 |
Historical Accuracy | #81 | 2.476 | 2.476 |
Thematic Relevancy | #85 | 2.762 | 2.762 |
Graphics | #96 | 2.000 | 2.000 |
Ranked from 21 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
On what countries' history is the game based ?
Canada, Greenland
Put anything you want to be immediately visible on your jam page here:
The game is based on Leif Erikssons journey to Vinland. It is believed that he was the first European to visit America. Leif travelled from Greenland to Newfoundland, Canada - and back again.
Credit the makers of any assets you used below:
Broughlike tutorial by Jeremiah Reid:
https://nluqo.github.io/broughlike-tutorial/
Music by Jackson F. Smith - "Cantina Rag":
https://freemusicarchive.org/music/Jackson_F_Smith/Jackson_Frederick_Smith/Cantina_Rag
Comments
This was really really fun! :D A very fresh mechanic. Almost like some sort of puzzel/adventure thing. I think I would've loved some more in-game explanation of some sort what all the spells did, at the moment it was a lot of scrolling between the game and the description. I think a very nice addition here would be to perhaps add more spells as levels increased and each time you picked up a new one, you'd get some sort of description.
All in all, the fact that you could push so many spells and content in "just a jam game" is really admirable! :D
Well done!
Interesting combat mechanic. Visual feedback of player damage enemy and enemy damage player effects would be helpful for player in understanding what action took place.
Additionally found a game glitch where on completing the level with no hearts left (and player not dead) in next level with this condition player never took damage. Basically the player could never die in future events.
One note to take away is when making simple games is to avoid unnecessary or excessive amount of game content as this will have unknown affects on your gameplay in your case it are the spells. There are just too many of them to understand how and when to use in a turn based game especially when the game is fast paced.
Overall a basic and simple design, interesting gameplay, fitting art, and a work well done.
Thanks, I will look into the glitch. The game is turn based so you can take all the time you need and choose the correct spell. By playing many times hopefully you will learn to use the spells correctly. Anyway, I agree in priciple that too many spells is overwhelming. In an eventual update I would add monsters but maybe not spells.
I really love the gameplay mechanics and the powerups are great too! I realized that the level in this game is procedurally generated? That's awesome. Great game.
This game reminded me a lot of crypt of the necrodancer. I love that kinda combat, and this game has a unique take on it. Enemies don't hit you if you hit them first, so you can always beat a guy 1v1. BUT - once you get surrounded you get overwhelmed. And a lotta the spells help out when you do get surrounded. This game has some solid mechanics.
I think the visual presentation felt a little bit flat. If you did another passthrough of the pixelart of this game with shading/lighting, it would really pop out!
Overall, great job!
Loved the rogue gameplay and enjoyed it enough to repeat it until I beat it. The spells were a bit iffy sometimes, not sure if it was me misunderstanding their usage maybe lol. Fun little Star Wars song too. :) Well done!
Great job reaching the end. I know the spells are strange so here is a short summary:
Wind: Move player to a random location.
Quake: Damage monsters based on number of adjacent walls.
Storm: Move monsters to random locations.
Restart: Fresh start of the level.
Heal: Add health for player and adjacent monsters.
Flee: Go back in reverse direction.
Browse: Eat herbs and regain health.
Gold: Heal monsters and place treasures.
Alchemy: Make gold of adjacent walls.
Power: Extra power in next attack.
Regain: New spells.
Stun: Stop all monsters temporarily.
Bolt: Shoot ray in player heading direction.
Cross: Hit monsters with cross rays.
Ex: Hit monsters with X-rays.
Good luck!
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