Play Role Playing Game
Mount Mage's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Use of the Limitation | #1 | 4.727 | 4.727 |
Gameplay | #3 | 4.273 | 4.273 |
Overall | #20 | 3.436 | 3.436 |
Art | #23 | 3.455 | 3.455 |
Presentation | #27 | 3.273 | 3.273 |
Audio | #72 | 1.455 | 1.455 |
Ranked from 11 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Team members
1
Software used
Unity
Cookies eaten
8
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Comments
Unfortunate you didn't create any art for the game. I would've liked to see what you came up with yourself!
VERY GOOD USE OF LIMITATION!!! This isn't one of those 'use wasd and arrow keys to move' kinda games, this game is awesome.
The Gameplay is really fun sometimes, but I found myself just spamming the explosion and speed spells. Maybe you could've put a limit on the speed?
It's a shame there's no music, sound effects and art because this game PLAYS good. It doesn't LOOK good into tricking someone it's a good game.
(I kinda did that with mine haha)
gg
The game is amazing! Only thing that could improve it now is music and sound effects!
I would like to see a full version some day, with spells you can unlock, more flare to spells you cast. Making it a roguelike or roguelite wouldn't be a bad idea either.
Well done! This has potential for a full game!
Wow! Just at the screenshots I knew this would be an amazing entry, but this just blew me away! The graphics are fantastic and the gameplay was sharp and crisp. I especially love the spell casting systems, I think they were introduced really well! The enemies felt great as well as the boss fight.
Some music and sounds effects would definitely help with the game, but I'm sure it must have been difficult with time constraints. The graphics make up for it though! They look like professional game assets.
One more thing that I've noticed is some glitchy lines appearing sometimes. I'm having the same issue on my game and, for me at least, turning on 'Pixel Perfect' on the tilemap's material helped with it. Hope this helps! Great game!
Thank you so much!
He didn't make the art himself, they're asset flips.
Just thought I'd say that because you're positive to any game that looks good on here... haha!
The gameplay is really good. I'm surprised you didn't talk about the limitation use.
I love you use of the limitation! was really creative!
Game very good. I had a lot of fun casting the spells for myself. It is a very interesting mechanic. Does the game have sound effects? When I played I didn't hear anything. But some sound effects would make the experience even more fun.
I agree with you completely, Sound effects and background music were on the top of the list for things I wanted to add but didn't have time to. If I continue to work on this game it'll be one of the first things I add.
B R U H
I'm fucking amazed at how cool this is. The key combos are such a cool and unique mechanic, it feels like you're a wizard actually casting a spell instead of pressing a button and seeing your mana bar go down like in other games. The enemies are just the right difficulty, and once I got the hang of it I had a lot of fun. It would be so cool as a full-fledged game where you learn one spell at a time. The whole "1 year" journey could be the game, like damn I'm so inspired right now.
i so agree
The spell system is honestly really cool (who doesn't like magic?). As Extra Jos said, it reaaally needs some particle effects, which would be pretty fast to make since you work in unity.
The game seems to have some pretty game-breaking bugs tho (expected in this timeframe), for example. spells turn invisible and don't do anything, but mana still runs. the explosion spell also works maybe like 10% of times :D but nothing a small restart doesn't fix.
Other than that really cool game! I could definitely see a bigger polished version of the spell-book system made in the future, so good job on that!.
Thank you for the feedback! I totally agree with the particle effects, something to show off the activation of the spell and some trails and effects coming of the spells would be a lot more satisfying.
The spells only turn invisible and do nothing when there aren't any targets left. The problem with the explosion spell is that you have to do it pretty quickly otherwise the spell resets and counts it as wrong, this is due to the spell timer being the same for each spell and the explosion spell being the longest spell.
I think the idea could work really well in a semi-open world game with selectable spells which you can upgrade and customise yourself. I think learning the spell patterns would be a lot easier in a long game instead of one you spend 3 minutes on .
Cool idea, but there are a few rough edges here and there. Particle effects when you cast a spell would really make this come alive. Maybe represent the mana with numbers, so I can see exactly how much mana I have left. The same thing with health. (Shield too OP)
Thank you so much! I totally agree with you with the particle effects, something like a trail and a hit effect as if the spell exploded on contact. I think the mana and health could be a really simple add-on, making it easier to read instead of just guessing. About the shield, is it because of how many spells it can absorb, maybe it should be based on damage instead.
I agree about the shield, it should only be able to take 1 - 2 hits imo, also it should stay active only couple of seconds before disappearing so it matters more when you cast it. right now I could barricade myself with multiple shields which is indeed op :D