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.
Viewing post in Element's Decay: A Dark Wizard's Siege jam comments
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)