And thankyou for your feedback!
I think I have a vague idea of what that hitbox issue was but I might have to see it myself to get it right, for most of the rocks etc the hitboxes were just generated by unreal, so there's a good chance of a broken one there.
And yeah, its unfortunate I thought about adding spell timers or something more like the cooldown on noita wands, with the idea that it'd introduce a bit more strategy into the wands, but ran out of time before I could, leaving it a tiny bit spammy and inconsequential.
The enemies have a set spawn rate at 2 levels, when the portal is active you get a huge wave, and when you're in the level its just a general trickle. I have an overall uptick in difficulty over time, but didnt get around to actually attaching spawn rates to that, as it only adjusted damage and health of enemies, the high number of projectiles creates a sort of odd run or die kind of gameplay which prooobably wasn't the best use of the cycling wand, making spamming even more important.
Thanks for your comment anyway I hope these little bits of info from behind the scenes were interesting :)
Viewing post in The Cycle of The Strongest Monkey Wizard jam comments
Absolutely! Thank you so much for sharing details, it's always a pleasure to read into what a creator puts into their creations, even the technical aspects.
Ohh Unreal engine. Never change lmao. It was definitely the rocks themselves, because the collisions did not line up with the models themselves, but that's all it is to it at the end of the day. I didn't actually notice the shift in spawn rates when the portal activated, possibly due to the IMMEDIATE rush I make to reach the portal before dying, but it makes sense! Thank you for clarifying.
At the end of the day, this is a GameJam, and bugs and unintentional issues are part of the experience, but there was clearly a lot of skill put into such a small project, and that's awesome! Good fortune to your future endeavours!