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A jam submission

Element's Decay: A Dark Wizard's SiegeView game page

Submitted by rmsidewalks, Kauboi, Infernoblaze47, murimoaa (@murimoaa), ShugahBear — 2 hours, 23 minutes before the deadline
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Element's Decay: A Dark Wizard's Siege's itch.io page

Results

CriteriaRankScore*Raw Score
Theme#13302.0002.000
Cleverness#14712.0002.000
Playability#14862.0002.000
Artistic Style#16972.0002.000

Ranked from 2 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.

  • I found the movement smooth, got stuck on some terrain parts (skill issue). The arm and spell visuals are nicely done. I would like some more settings like volume and sensitivity. I felt really slow walking around, could have benefited from a run option or smaller map. I would love the shadow theme to be a more intractable. Nice job on the game, hope to see you make something next Jam as well!
  • I feel that this game suffered from focusing on content over playability. The mechanics available work reasonably well but I encountered a few different bugs and by making the world so big with a limited time to fill it, it made everything feel empty. I believe that focusing on a smaller single area which has more focus on polish could have resulted in a better experience and a better depiction of what your game could be if fully developed.

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!
Welcome to Element's Decay: A Dark Wizard's Siege! A game where you play as a shadow wizard who has come to this temple to corrupt it with shadow, little do you know many challenges await you.

Extra Notes
Magic go brrrrrrr

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Comments

Submitted(+1)

Cool environments felt quite grand, I think the issue with big games is that they have too much empty space to fill, but it did give that nice sense of scale 

Developer

yeah we didn't really plan/have time to fill the spaces with stuff other than the main game play stuff, glad you liked the environments, we had to scale everything up to make the player feel smaller lol I was convinced the player was 2m tall until i checked...... yikes... Thanks for playing our game!! sorry for the late reply.

Submitted(+1)

You stole my character design sir, I am callin da cops on you! Just kiddin! Game is pretty cool, but runs like dookie in the browser on my slow pc so I didnt progress much. One note would be to animate the character's hand next time cause I thought the game had frozen several times cause nothing on screen was really moving, especially in the opening room.

Developer

lol just checked your game and its similar! yeah we didnt have time to animate the hand sadly also the no loading screens and freezing upon loading can make it seem like the game is broken when its not, if only we had more time...... lol thanks for the review!!!

Game tried to go Fullscreen when i pressed start which isn't ideal for Webgl games and It froze to while doing it. Possibly best to keep it windowed and have the option for Fullscreen if the user wants to.

Developer

are you on Firefox perhaps? because for some reason that browser likes to go full screen no idea why chromium based seems to function better, you could also try full screen then press start and then play windowed. not sure exactly why that happened

Submitted

I loved the movement. I think you went into Quake style and to me it was awesome. Main menu button style was neat, really enjoyed it. Hand model, spell casting effect (speed, visual, shadows) was great and you found a perfect sfx for it.

Unfortunately there were many things I didn't like or could be improvemed:
1. Every area/level in the game felt like it was stretched on purpose. Lots of pointless running. I would be expecting distances to be shorter or I'm running straight for too long. To my taste, ofc.
2. When you are looking at the portal or any interactable object, the text is small and white. Easily blends into environment and most of the time hard to notice. Possibly you didn't have enough time for that but its something you can polish in the future.
3. I felt like room placement wasn't that good. Had vibes of 90s~2000s games. Too simple, too empty like it was last minute design. I'm not blaming you if that was the case or it was by design.
4. A small thing but you have a very cool and well crafted main menu with nice button design... But the text in the middle ruins everything :D It looks like it was added in last minutes before submission and stands out of the main menu style a lot. Changing font and/or maybe placement could easily improve it.
5. Probably you already know it but hands can get into the wall :) (Model wise)

With that being said, you still created a great and quite ambitious game. Kudos to you. Hope that you will continue the development and keep on polishing it.

Developer(+1)

100% valid complaints I also have lol, we couldn't find a text that looked decent in time so we just kept it, and last second we did toss in the name of the game our artist went to sleep long before we decided on a name it happens. And as for the walking sim bit thats just how it ended up wasn't intended. Thanks for the feedback and playing our game!!! (Also yes the hand clips through walls lmao)

Submitted(+1)

nice game ! 

(+2)

Awesome level design.

Submitted(+2)

This is a cool concept with an impressive scope for a game jam! Moment-to-moment gameplay feels tight and I like the retro 3D aesthetic. It's a small thing but one of my favourite parts was the music changing per biome and the matching the mood/theme of the area, that feels great as a player. I also really liked variety of levels and the overall mood and feel of the game, it felt immersive and it was usually clear where to go/what to do, alot of mechanical polish under the hood as well with a few quality of life features that I really appreciated.

 Feedback wise, I would try and refine the idea (i.e. mechanics and genre fit) a little bit, first-person plat forming is a very difficult thing to pull off and make fun when combined with another idea, and I found myself wishing there was more of the spell casting and looking/interacting with cool shit and less of the fall-dying and jump puzzles. Also, it's super minor, and I'm sure you just ran out of time, but I would add some animation or visual effects to the hand, in a first person game you're looking at that weapon the whole time, it needs to have some visual interest.

Overall, this was an impressive effort, I'd be excited to see where this game went if you decided to keep developing it!

Developer

yeah if we had more time im sure the hand would have been better but we did what we could in the time we had.  and i agree on the falling and dying puzzles i wanted to make cool puzzles but have them be super easy to start and i think the ones we had did just that but did all involve falling and dying besides the tree/earth level which i thought was a more unique puzzle and was more of what i wanted to do.  If we keep developing it we for sure would fix a ton of things. Thanks for your in depth review!!! 

Submitted(+3)

Great art !

Developer

thanks!! Our artists do good work!