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Umbral Magus's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Artistic Style | #401 | 4.000 | 4.000 |
Theme | #653 | 3.000 | 3.000 |
Cleverness | #755 | 3.000 | 3.000 |
Playability | #804 | 3.000 | 3.000 |
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.
- Nice simple art style and choice of colour palette. Maybe I didn't have time to progress far enough, but I can't see how alchemy was incorporated in the game, even after reading the GDD. Interesting use of shadows though, however I felt that, especially in the beginning, the game was a little clunky, and the spell controls were a little intuitive with a little too much delay. Overall, this is a really good start, well done!
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!
Umbral Magus is a top-down dungeon crawler where players wield the power of light to cast shadows, vanquishing enemies in their path. As they delve deeper into the labyrinth, they uncover hidden treasures, enhancing their score while navigating the maze to discover the exit.
Controls
Keyboard & Mouse
Movement:
WASD
Abilities:
(Hold) Right Click Mouse + Q - Aim and shoot Illuminate spell.
(Hold) Right Click Mouse + E - Aim and shoot Solidify spell.
F - Cast Shadow Shield spell.
Gamepad
Movement:
Left Stick
Abilities:
A: Cast Shadow Shield
Right Trigger: Aim (while holding a movement direction)
Right Trigger + X: Cast Solidify
Right Trigger + Y: Cast Illuminate
Start: Pause
Extra Notes
Link to GDD is in the itch page description!
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Comments
Lighting physics based puzzle combat? What a unique idea executed so well! Art and sound feel good too, great game! 🌞
Thanks! Glad you enjoyed it.
really cool concept, great implementation of the theme, you got something here, few feedbacks to help:
1. some animations to the player would really brought this home, but I understand the time constraints
2. sometimes I can kill the mobs without any threat, they just don't detect me and I use the shadow to kill them
3. something feels a bit awkward with the key combination + the mouse, a lot of times the attack didn't work for me, also some indication for cooldown might be good like a disabled sfx
overall really cool concept and keep at it! well done <3
Very creative use of shadows as a weapon! Also congrats for putting more effort into enemy pathfinding than I did lol
The shadow concept is very strong, and ties real well into the theme. Gameplay is well scoped and gives a good sense of reward when you start to master the skills. Controls on keyboard were a bit hard to use spells (mostly my terrible keyboard dexterity, no shade on the developers there) but the controller layout made things a lot smoother and were intuitive to pick up. Right stick to aim your skills would be a nice to have, but once you get the hang of pairing your movement with where you're aiming it was much easier to focus on nailing the timings. Art and music strengthen the core gameplay elements and add immersion to the experience, overall a favorite so far in this jam!
Thanks a ton for the great feedback! Always fun watching someone play, as well. I agree about the aiming. After this, I'll probably go move the abilities to non-face buttons so that aiming can be done with the right stick.
Very original idea, a bit hard at times though. Pixel art looked pretty too.
The art is awesome and the mechanics are super interesting, a bit hard at times but I really like it!
Thanks! We might've gone a bit overboard on the difficulty, haha.
Music is very nice! Once I realized me creating shadows is what hurt things, that was a really cool mechanic! I haven’t played something like that before.
I really like the music. The movement is kinda too slippery considering how closely some of the spikes were placed, in my opinion.
thanks! The spikes were my fault :( I went a little overboard with them in retrospect, haha.