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A jam submission

The Cycle of The Strongest Monkey WizardView game page

Monkey Wizard Escapes the Cycle
Submitted by NightHawk664 — 31 minutes, 30 seconds before the deadline
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The Cycle of The Strongest Monkey Wizard's itch.io page

How does your game fit the theme?
The game fits the theme beacuse it is about a monkey wizard cycling through a set of fruit spells.

Did your team create the vast majority of the art during the 4 days?

Yes

Did your team create the vast majority of the music during the 4 days?

No

oug?
Oug.

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Comments

Submitted(+1)

Very fun! It's like mine but more polished, great job!! The different powers are fun to use while you jump around!

Developer

Thanks! I liked your use of the bike visual and wheels a lot though! 

Submitted(+1)

Fun idea, and a unique take on the theme. Felt super good to move around and shoot, but i think having a little more depth to the cycle mechanic would be good to help avoid just mindlessly mashing after you set up the spells in a good order.

Developer

Thanks!

And definitely yeah, I spent a little time playing noita after the jam pondering what could have been different, some sort of delay based on the fruit + fully automatic might have done the trick

Submitted(+1)

Very nice job here! I really liked seeing an alternate take on the theme that wasn't just cycling like sport. Its crazy how many enemies you have and an epic boss!  I was a bit confused as to how the fruit fit into the theme of your world and they felt a little indepent of each other, would have love them to interact more, sort of like risk of rain, maybe one for defense used as a secondary ability that requires a different input when you go through the cycle so you have to think a bit more. Overall, this is a fantastic piece for a game jam and a very enjoyable play!

Developer(+1)

I'm glad you liked it! Thankyou very much for playing

And that's a good idea, I was sure I would leave the game be after submission but I keep thinking about how I could make the fruit more impactful in the gameplay.... Hmmm.... Maybe I have to do a little more later  :)

Submitted

Wow, The amount of work that was done in  3 Days and IN 3d is super impressive. Their is so much going on coding wise. Plus the FPS Feel, the Sound, Multiple Levels. Its "BANANA's" What I would say is the Cycling and Bananas do feel like an after thought though. I love the idea of thinking outside the box for the cycling theme. But wow this was really outside the box. Really fun if you ever need a modeler hit me up. Would love to see a finished product of this one. 

Developer

Thanks!
And yeah I definitely agree, I took the idea in a more abstract direction (which I enjoyed) but in hindsight I would have liked to have it monkey + bike themed it a lot more
I won't be doing anymore work on this unfortunately, since I am super super busy I just wanted to see it done in the weekend, and call it there in whatever state it was in, but I appriciate your offer :)

Submitted(+1)

fun game, but it wouldve been better to have it as automatic fire than semi-automatic

Developer

Thanks!

So true honestly wish I thought of that at the time lol, thanks for playing!

Submitted(+1)

An interesting take on the "cycle" theme, and all you have to do is say "rogue-like" and i'm in. A fun little game that makes you think about the type of combinations you want to do well, and one of my strategies "equip everything" didn't do as hot as just using bananas with mangos. Though I hope my enemies live in fear of the slow but unstoppable force of the power boosted melons. Great Work!

Developer

Thankyou! I'm glad you enjoyed the game :)

Submitted(+1)

I really dig the vibe of the game!
For a second there I though it's gonna be some souls-like :D

Developer

Thanks! I'm glad you like it :)
Soulslike... hmmm... maybe an idea for the next jam 🤔

Submitted(+1)

Very cool setting, gives me Nier Automata vibes. Made it to level 5 before getting fed up and my hand was sore from clicking constantly. Not sure break the "cycle" counts as cycling themed but that's up to the mods to decide :P

Fun game!

Developer

Thanks for playing! I'm glad you liked the setting, I was listening to "snow in summer" and "copied city" while I was making it so there was a big nier inspiration there indeed, also from the legend of zelda twilight princess's twilight realm. (And nice score btw it gets quite hard once the damage and health go up)

True, about the theme I do consider that my mistake, in game jams ive been in before they generally are aimed at interpreting the theme in different ways. So in this case I interpreted it as a cycling group of spells, but I probably should have taken a few hints from all the pictures of bicycles on the page :) (and cdawgs cyclothon)

Thanks for the comment!

(+1)

Thank you for the submission!

Summary: Quite the unusual take on the general theme, but a welcome addition! Did find the spells and hitboxes to be quite buggy, a lot of my failed runs came down to the Watermelon bomb getting stuck on an extended, invisible hitbox, and the game is pretty much best played through spamming through the spells than actual set up strategy, but all in all, it was nice. I couldn't quite tell if there was a spawn rate set for the enemies, but it did get quite repetitive to turn around and witness a sea of fire about to end the run.

Developer(+2)

And thankyou for your feedback!

I think I have a vague idea of what that hitbox issue was but I might have to see it myself to get it right, for most of the rocks etc the hitboxes were just generated by unreal, so there's a good chance of a broken one there.

And yeah, its unfortunate I thought about adding spell timers or something more like the cooldown on noita wands, with the idea that it'd introduce a bit more strategy into the wands, but ran out of time before I could, leaving it a tiny bit spammy and inconsequential.

The enemies have a set spawn rate at 2 levels, when the portal is active you get a huge wave, and when you're in the level its just a general trickle. I have an overall uptick in difficulty over time, but didnt get around to actually attaching spawn rates to that, as it only adjusted damage and health of enemies, the high number of projectiles creates a sort of odd run or die kind of gameplay which prooobably wasn't the best use of the cycling wand, making spamming even more important.

Thanks for your comment anyway I hope these little bits of info from behind the scenes were interesting :)

(+2)

Absolutely! Thank you so much for sharing details, it's always a pleasure to read into what a creator puts into their creations, even the technical aspects. 

Ohh Unreal engine. Never change lmao. It was definitely the rocks themselves, because the collisions did not line up with the models themselves, but that's all it is to it at the end of the day. I didn't actually notice the shift in spawn rates when the portal activated, possibly due to the IMMEDIATE rush I make to reach the portal before dying, but it makes sense! Thank you for clarifying. 

At the end of the day, this is a GameJam, and bugs and unintentional issues are part of the experience, but there was clearly a lot of skill put into such a small project, and that's awesome! Good fortune to your future endeavours! 

Developer(+2)

Thankyou!