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A jam submission

WE LOVE BLENDING SPELLSView game page

Submitted by loopcavern — 57 minutes, 46 seconds before the deadline
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WE LOVE BLENDING SPELLS's itch.io page

Results

CriteriaRankScore*Raw Score
Cleverness#2204.6674.667
Playability#2444.3334.333
Theme#5903.6673.667
Artistic Style#8853.6673.667

Ranked from 3 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Judge feedback

Judge feedback is anonymous and shown in a random order.

  • Great bullet hell game. Hotkeys would be cool, but I get the difficulty in having 12.
  • Loved the music and sound effects. It was a little tough at the start, but became quite fun. I think a dodge roll, or even a small sprint will help a lot with some of the pacing. Also, small bug - I was close to death, but got on a giant ball and somehow had full health again. Not sure what that was about. Regardless, had a blast playing this.
  • I really liked the spell customisation mechanics. I'd love to see more benefit to choosing specific combinations since it felt that picking randomly from what wasn't on cooldown ended up being the general strategy. I did not see any significant implementation of the theme. I'd love to see more variety and art in the environment and enemies as well as some QoL such as to help you find the last few enemies. Overall I enjoyed playing this!

Did you include your Game Design Document as a Google Drive link?
yes

Seriously... did you include your Game Design Document?
yes

Is your game set to Public so we can see it?
yes

Tell us about your game!
Controls: Use [ W S A D ] or [← ↑ → ↓] to move.

Pick a combination of effects to forge your spell, one from each row.

Watch out for cooldowns, if any of them run out, you won't be able to use the effect until it's completely renewed



Gameplay:

Find your favourite spell combinations, ​defeat all opponents and face the final boss in the procedurally generated dungeon!

Extra Notes
Have fun!

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Comments

Submitted (1 edit)

Imma be real with you chief, this spellcasting system fuckin rules. I love the fact that you need to improvise your spells on the spot and that you can't use the same thing for too long, It keeps C A S T I N G   S P E L L Z always fresh. If you plan to continue making something with this I recommend expanding a little on the options and refining the enemies a little, add more variety.

Another thing that might be worth experimenting with is that once a spell overheats, it doesn't go to a cooldown but its locked. In the current version, technically you can just use your op spell wombo combo until it overheats then wait until it cools down, or just jump between 2 mixes of spells. This kinda goes against the idea of forcing ppl to make up new spells so if theyre locked instead of put on a cooldown that could lead to more forced experimentation. Once a set amount of spell components have been locked every time you lock another component a random one opens up.

You could also try adding new spell options as items you can pick up to expand your arsenal, the more you find the more options you have.

Anyways, cool gaem and I see a lot of potential in a magic system like this. I found that cycling through all sorts of spells, just clicking on 3 random components and figuring out what it does while im already using it to shred some goons is incredibly fun.

Submitted

Really fun game loop! A quick tutorial would be nice to show how to combine the spells, but once I figured out how, it was fun exploring the different combinations. I'd love to see it after some refinement, maybe adding in an overall goal number of enemies before the boss spawns, to build some suspense of what's going to happen? Maybe a minimap to see where you need to go? Maybe a system to develop your spells, and add more options? This is a really good base with lots of directions you could take it! Thank you for your game!