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A jam submission

SpellVaniaView game page

A metroidvania game -- but with spells!
Submitted by geomagas — 1 day, 12 hours before the deadline
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SpellVania's itch.io page

Results

CriteriaRankScore*Raw Score
Presentation#243.2503.250
Design#242.8752.875
Metroidvania#242.8132.813
Overall#282.8132.813
Enjoyment#322.3132.313

Ranked from 16 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Engine
Godot

Team/Developer
Me (geomagas)

External assets
All graphics and sound. There's a complete list in the project description.

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Comments

Submitted

Very Great choice of assets! the music & graphics has created a very soothing effect.

The movement acceleration and jump delay really made the game frustrating. and in some places I was not able to distinguish between platforms and bg specially in tree area

best of luck for your future developments

Developer(+1)

Yeah, the player controls seem to be the game's most distinguished drawback... Feel free to check back after the rating period, when I can upload the fixed version. 

Thank you for playing!

Submitted

Nice looking game! Enemy sprites are cute:) So good looking pictures in so small amount of pixels! 

It may be my laggish laptop or browser play, but controls feel laggish to me. My worst enemy is chasm where I fall off before jump or after short jump. The chasm has overtook me after several times I tried to bring golden cup to cobold.

Otherwise the game looks great!

Developer(+1)

It's not your laptop, it's my choice of algorithm... I have already fixed it, but I can't upload during the rating period. Feel free to check back.

Thanks for playing!

Submitted

I see a lot of people complaining about the jump delay, I didn't really notice a delay so much as the way the jump locks you in place once you do it. There's no real way to jump forwards, you always jump directly up, although after the high point of the jump you can fall forwards a teeny bit. This was the thing I think that made the controls feel difficult to steer, IMO. Pitfalls were devastating.

Everything else seemed to work well enough though, the combat animations were implemented well and everything looked very cohesive!

Developer(+1)

Yeah, I was experimenting with different air acceleration/friction, compared with their ground counterparts. Also, I thought jumping with momentum (ie when you run and jump) should  make a difference from jumping from idle (if you jump while running, you do jump forward).

Lastly, I wanted Josh's jumping to have a significant difference from his cat form.

Turns out, a jam is not the right timing for experiments... Or, is it?

Anyway, thanks a lot for playing. I appreciate your feedback! :)

people are already noting the jump delay and strange collision behaviors, so I wont beat a dead horse.  I can praise you for the art style, animations, choice of sound and music though!  The pixel art is fantastic, I really love the little Groot enemies and the snakes.  Once you adjust the controls and collision I think you have an excellent game here.

Developer

Praises belong to the people who made those, i guess (see credits). I merely made the assets work together.

I will rework the controls when I find the time. 

Thank you for playing!

Submitted

Yeah the controls don't feel too good. Combat also seemed pointless and I mainly just ran past the enemies. Well used assets and good metroidvania elements though.

Submitted

going to reiterate the common theme... lovely looking lovely atmosphere, but with the jump delay I found myself too often  getting frustrated with what should have been simple platform jumps.

A little more polish on the movement code,  and this will be fantastic!

Developer(+1)

Thank you for playing!

Submitted

I enjoyed the game, and the levels were well designed, but the controls didn't feel right.

Developer

True. Thanks! :)

Submitted

You did an amazing job picking assets. The game looks and sounds great, has some top notch level design and gives plenty of player feedback in all of the right areas. If I was watching someone else play this game, I would assume that this is a not only a good game but a great game.

Unfortunately the controls really got in the way of my enjoyment of the game. I have been brainwashed to accept nothing but WASD for movement if using a keyboard. Adding controller support or assignable controls would really help the feel of this game. I also noticed lag on the jump but I couldn't tell if it was me using unfamiliar controls or actual input delay. 

Really nice attempt, lemme know if you update the controls, I'd love to give it another try!

Developer

I will. Thank you!

Submitted

I took a while to get used to the control layout , I usually play games where space is jump, and the delay with the jump made it hard to control the character, loved the way the music and the art came together though, I will give it another try with a controller

Developer

Unfortunately I didn't add controller support... I'm sorry.

I appreciate your feedback. :)

Submitted

no controller support not  a problem  I do it manually (Ye Ole School) , I map the key board inputs to a PS4 controller using DS4. 

Submitted

Amazing graphics! Loved the theme. The controls are a little bit difficult as there is some sliding when walking and the jump is kinda weird. Anyway, it looks great! Good job!

Developer(+1)

Thank you!

Submitted

What I liked

  • I really liked that you were able to use so many external assets and still have a cohesive looking game. I can never seem to pull that off.
  • I tend to talk about giving feedback to the player a lot, but in this case I feel like feedback to the player is almost perfectly balanced.
  • Extra props for including sound/music volumes. I've yet to do that for any of my games and I really need to start doing that.

Suggestions/Feedback/Questions

  • The thing that sticks out the most is the jumping delay. It's already been mentioned, but I have a feeling this will be a common sentiment.


Overall, I think this is a really cool entry that felt really balanced (other than jumping issues). Congratulations!

Developer

Well, the external assets are mainly by only two different creators, which I guess helped cohesiveness...

As for the feedback, the original plan was to include knockbacks for the player as well as the enemies. However, I gave up on that (and several other features) when I started to run out of time.

I agree, the jumping delay is probably the biggest drawback of the gameplay.

Thanks for your feedback. I appreciate it!

Submitted

Gotcha. And no problem. I try to give detailed feedback for every entry. It helps us all.

Submitted

The jump feels very off, with almost a full second of delay from pressing the button to the character jumping