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Improvised Wizard's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Fun | #3 | 4.378 | 4.378 |
Overall | #4 | 4.378 | 4.378 |
Graphics | #8 | 4.459 | 4.459 |
Design | #10 | 4.027 | 4.027 |
Topic | #10 | 4.270 | 4.270 |
Audio | #11 | 4.081 | 4.081 |
Originality | #15 | 4.243 | 4.243 |
Ranked from 37 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 "Unconventional Means"?
The player uses an improvised tool in place of a Wizard's Wand.
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Comments
The random spells are so cool!! O.O!!
The concept is really cool and works great in practice! Awesome game!
Really fun game, this kind of idea is what I was hoping to get out of the theme. I didn't know if there was an ending to this game as the levels were very long and a little difficult to get through with the spawn rate of the flying skulls, but was really cool to see that not only did you interpret the theme as "wizard uses spoon instead of wand" but also had it incorporated into the gameplay with random spells, very nice! I also liked that the spells all had different effects, though if the difficulty was easier I would like to see some of these spells to have other uses than combat. Really good work!
I liked the concept and I like the assets, but eventually I gave up because I dies multiple times to the spell just exploding right in front of me or some platforming quirk. Basically things you would fix in the day 1 patch or with a bit of polish (cayote time would be a plus). Overall though very fun.
This was SO FUN!! I absolutely love this, it's such good execution of the concept, the window showing the two spells on the deck adds the perfect bit of predictability required to make the chaos fun, I love it! Awesome work!
Omg, what a good game! It has good plot and art and mechanics, it has a good spark of nes "avoiding enemies to get faster" and then they are acumulated behind you.
One little problem could be that litteraly any spell could be casted right in front of your enemy and kill it. That should be more risky, so the player could play correctly, like making all the enemies shoot in short range
thank you for the feedback. I tried to create a variety of types of motion to help with that but if you're right on them, you're right on them. I think even with that in mind there are situations in which you must use the given spells appropriately to proceed. I have been considering what I could do to fix it and I figured adding a delay to the hit testing like a casting period for each spell would work, making it so you had to aim ahead. making enemies have a small area of threat around there hit box(i.e. a short range attack) would also help the issue i think
i can see how much love you put in your games, hehe!
nice job! The art & sounds are great! I also like the random shooting, though it gets pretty frustrating sometimes. Controls feel really good & overall very polished, good work!
I'd appreciate if you could play/rate my game as well! :)