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A jam submission

Quintessence - Jam VersionView game page

Magical Chaos
Submitted by leafyxr (@LeafyxrDev), GameDevPete (@GameDevPete) — 1 minute, 27 seconds before the deadline
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Quintessence - Jam Version's itch.io page

Results

CriteriaRankScore*Raw Score
Vote on your favourite game!#1482.1302.333

Ranked from 15 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Submitted

Some interesting ideas and nice art style. I found it a bit confusing though, enemies don't seem to be able to be killed (I played the original submission)

Developer

Some of the enemies, namely the ground ones, have a bit too much health in that build.

In the second build on here I added health bars to the enemies to give a better indication of how much health they have.

On the next build i'm currently working on I have rebalanced a lot of the enemies and spells, I am also looking at changing up the gameplay a little.

Thanks for Playing!

Submitted(+1)

Hey! Really nailed the surprise feel! Gave me a slight Magicka vibe which I liked and the uniqueness of each spell/essence kept things fresh! The sound effects were awesome. Its a shame about the bugs I feel some balance changes are in order, but from reading some comments I can see a lot of these issues where fixed in the later release. 

But awesome job for the 48 hours!

Submitted(+1)

Hey ! :) Here's a full review of what I've felt while playing the game

Visual

It looks good! All assets seem to work well together :) It's nice to have different visuals for each spell 

Audio

The audio feels nice, there are different SFX for each spell and that's a great addition!

Tutorials

It's great to have the different keys written somewhere. Not the best tutorial but at least it explains how to play. You just forgot the space key.

Unfortunately you removed it in the post jam update (I didn't take it in account for rating, I only rated the jam version).

Gameplay

  • Some enemies have too much health imo, and they attack extremely fast, it feels a bit unfair, mainly when there are multiple ennemies surrounding you.
  • Fixed in the post jam version, and I think it's important that you added health bars. That's much less frustrating :D
  • The game feels more like "steal and run" than an actual mob fighting game, because of the difference of power between the enemies and the player (even in the update). I finished the game by rushing the keys and the doors, without even taking the time to fight because I'd die
  • The "random spell change" is a bit problematic imo, I'd like to be able to change the spells myself. Even if I agree that's an elegant way to have the theme in your game.

Fun

I like the different spells, it makes the game interesting and funnier.

Bugs

Fixed in the post jam version, but the ground enemy did nothing in the game.

Sometimes the walls can be used as ground, their collision might not be working correctly. I didn't check it in the post jam update though.

Theme

You're in the theme :)

Developer(+1)

Hi thanks for the review!

In response to your point about the random spell changing, I am looking into possible alternatives to make the game more interesting, currently im torn between two possibilities.

One option is to implement spell crafting, repurposing the editor tools i made this project into an ingame UI.

The second option is to simply make spells a collectable that can be found in levels / bought in shops, in regards to this option I would also consider changing the game to be a roguelike with different spells that can be collected each run.

I would love to hear your thoughts on this.

Submitted

You're welcome :)

I think spell crafting is an interesting idea, and I'd love to see how you'd implement it. Would it require some elements found in levels? Drawings? ...

Developer(+1)

The pieces would be found in levels, the pieces collected can then be assembled into different spells.

The cost of the spell would be linked to the components attached, with modifiers such as damage, range and number of projectiles getting exponentially more expensive. 

The best example for this I know of that has been done before is the spell crafting system in Tyranny. 

The player would be able to equip one spell of each element at a time, using num keys or a quick select menu to swap spells.

Submitted

The idea sounds great! :)  

I think it would make a great post jam update :D

Submitted(+1)

Good selection of spells and enemies, the controls are a bit floaty, but maybe this mage just knows how to hover. Well done! :)

Developer (2 edits)

So in an effort to upload an update to the game I accidentally overwrote the original file, the Original has been re-added but because of this I will understand if no more votes are received.

The changes made to the Post Jam update file are as follows:

  • Fixes to AI.
  • Balance Changes to Spells and Mana.
  • Fixed Jump and an added double Jump.
  • New Main Menu and Pause / Endgame Menu.
  • Zoomed out camera.
  • Enemy Health Bars.

Enjoy and feel free to post any feedback.

Submitted(+1)

An  elemental mage? Hell, yeah :)

Jump is super floaty though. Other than that, super cool!

Developer

Glad you enjoyed!

Submitted (1 edit) (+1)

So I played this game. Loved the element mechanic. But here are some things that I would like to criticize:

-The stone guys are not moving.

-You can jump infinitely which can cause you to finish the game without even fighting. You fly over the keys and get them since most monsters can’t attack air. (they attack in an arc)

And of course, since it is only a 48 hours game jam. Those kinds of bugs or missing staff are normal. Other than that it is nice and enjoyable. ** Good job mate. Hope to see you in the next game jams…**

Developer

Thanks for playing!

As I've mentioned to a previous commenter we will be releasing an updated Version at some point in the future, the issues with the enemies have now been fixed, although I'm still trying to pinpoint the exact reason behind the infinite jump (It was working as intended until a little before the deadline).

If your interested please check out the updated version in the future.

Submitted(+1)

I couldnt kill anything, im not sure if im missing or i just didnt hit enough times to actualy defeat anything. 

The mana bar seemed to be too small for the amount of stuff happening on screen.

Developer

The spells do different amounts of damage, and the enemies have different amounts of health. I will admit that this could be balanced better but this takes time. 

In regards to the Mana Bar, I agree! In fact I have already increased the max amount by a factor of 2, and increased the regen speed slightly. I have also balanced the spell costs a little better.

If your Interested in trying again with the new balances there will be an update some time in the future (Probably after Judging ends).

Thanks for Trying it out!

Submitted(+1)

yea id be willing to try it out.

I also went with a magic theme with my game and ran into a simliar problem with the mana. Luckily i was able to catch it on day 1 so its not in my submission.

Submitted(+1)

I've just played to the end. There's some nice ideas here. The whole ever-changing-spell-element thing plays into the surprise theme very well. I do think having a mana-metre on top of that might have overcomplicated it a little. Character designs are lovely. I'd zoom the camera out and maybe move it a little lower, as the field of view is a little limiting, especially when travelling downward.  One thing I really loved was the satisfying noise when my spells hit the guys guarding the gates. It made those battles feel a bit more visceral.

Developer

First of all thanks for Playing and your Feedback! This is my first time trying out this style of art in a game, and after this Jam I think it will become my Go-To for future projects. 

The Intention for the mana meter was to limit the spamming of spells too much, although this may be better achieved by adding a fire rate variable to the spell (I spent way too much time designing a custom editor for spell creation).

In regards to the camera would you prefer a  crouch action that lowers the camera to see a little lower?