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The Wizard Council's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Playability | #1 | 5.000 | 5.000 |
Cleverness | #755 | 3.000 | 3.000 |
Artistic Style | #970 | 3.000 | 3.000 |
Theme | #1330 | 2.000 | 2.000 |
Ranked from 1 rating. Score is adjusted from raw score by the median number of ratings per game in the jam.
Judge feedback
Judge feedback is anonymous.
- Needed a bit more into the themes, felt a little lacking in shadows could have been a spell but it was nice to see the smoke idea come up. A really fun battler though!
Did you include your Game Design Document as a Google Drive link?
Yes
Seriously... did you include your Game Design Document?
yep yep, it's also in the description
Is your game set to Public so we can see it?
Yes
Tell us about your game!
The Wizard Council is a turn-based tactical game where every character launch their spells at the same time to allow for some chaotic fun. Elements combine and the battleground quickly becomes a mess.
Extra Notes
Have fun!
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Comments
Nice little game, I like that shadow hides your view, and lighting and wind affect the terrain, really smart!
I won at round 14, the only thing I have to say is that maybe the healer range is too strong, you can just launch your healing from too far without him talking damage at all.
Thanks for checking my game and good job on the victory!
The cheese wizard is indeed too powerful, but cheese is also very good so hey
The game looks nice. But the gameplay is a little difficult to learn. I wish there are more introductions. There may be not enough time.
However, well done.
Thanks for playing and for the feedback!
Yes, a tutorial is missing and I should add some text in my description to describes things a little
It took me a few tries, but the lightning wizard survived and the normal battle was won
( Somehow, I'm still not even sure what happened in that battle )
I think I accidentally hit my own wizard in the cross fire. Or maybe the other wizards took themselves out. Again, idk what happened lol
The big battle was just utter chaos which I was just laughing my butt off to
Presentation is great, and also has that quirky flair that seems to be characteristic of all of your games
I don't have any real issues with this game because it's aim was to create chaos and it definitely succeeds at that. I do think it needed some form of a tutorial or something, but as it stands, it's damn good fun
(oinks in gratitude for checking my game)
It is indeed very chaotic with not much balancing, kinda part of the fun, but will definitely need tweaking if I make a full game out of this.
Good job! Really liked the way spells interacted with each other. Also cheese wizard.
cheese wizard.
I LOVE THE WIZARD DESIGNS SO MUCH!! Super rad game system, and really impressively robust tech with all the ground status effects and wizard elements. First game I've seen with a cheese wizard!
As satisfying as it was to cast everything at the same time, it definitely had a performance tradeoff in the browser! In the "big battle" especially. I decided to stop my playthrough since it felt a bit too chaotic and I didn't like the massive lag spikes after each turn (I thought my browser might crash at one point)
But this has soooo much potential, especially if it was a downloadable game, I'm sure the performance would be vastly improved. I think the main area of improvement would be on readability. I ended up mostly just spamming huge AOEs instead of trying to target carefully, since it was hard to figure out who was an enemy in the black smoke clouds covering everything.
There's a lot of little things that I think need some more balancing, but when you zoom out and look at it as a whole, it's an amazing game concept executed at a high caliber. Excellent work!!
I just checked your profile, I'm honored to be visited by a wizard fan ^^
In my initial plans I had a lot of goofy elements but those are hard to come up with and they usual don't merge well, that's why I went with more traditionnal things like fire/water, BUT THE CHEESE WIZARD STAYED because cheese is cool :D
The performances are definitely more of a "me coding" than the web browser, there's more work on that to do. Yes, readability is kinda in a weird place right now, being also a full game design element (shadow blocking view). Most spells right now are huge AOE because I couldn't come up with a cool way of coding more fancy area effects (but I know now!!)
Thank you for the big feedback and for playing o/
I like the concept, and with some balancing and content, I would buy it.
Thank youuuu
Pretty awesome game! I somehow got into a loop where the enemy couldn't kill me and I couldn't kill them though so they just keep attacking into infinity.
Thank you for playing!
Yeah, there's actually very few verifications for these kind of things yet é_è
This is a very promissing start but it may need some tweaks in difficulty and a tutorial to learn what each magic does. Also, since it’s asymetric its diffcult to also understand the enemy behavior. One thing I’d really like is to be able to select the units from the map instead from the portraits at the bottom.
Thanks for playing! Yes fair feedback, I'll consider all of this if I'm making it a full fledged game :)
Very satisfying, and the game looks great. Game gets pretty boring and repetitive once you're just spamming abilities to kill the last enemy wizard. Has alot of potential though, and It's pretty fun
You have my thanks for playing and giving feedback!
Yeah, I agree, the strategic elements and balancing are not quite there yet.
Very fun! More fun than I expected, I had to stop playing so that I could meet deadlines. Quick note, an undo button would be nice.
Thanks for playing and for the feedback, I hope you met your deadline :D
I'll say I'm not fond of an undo button, live with your mistakes! My philosophy for this game is more about fun chaos instead of tight difficulty we could find in usual tactical turn-based games, so a mistake shouldn't mean the end of a battle.
Fair, it definitely made me think more. Again, very fun!
Actually really cool game, was impressed by how many ways spells modified terrain and the possible strategies you could build around them. Main feedback is that an "end turn" button would be nice (ex, when the cheese mage already set up healing, or you have 10 mages you have to slog turns through when you're fighting just 3 guys left).
Thanks for playing and giving feedback!
Yes, the "end turn" button was necessary and I added that :D
Game is a little bit small on itch.io with out going full screen and even if it gives me a red for can't use that power there it still lets me.
cheese
the best magic
That's pretty cool
You are cool, thanks!