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(2 edits) (+1)

Accidentally left a comment for another game on this one at first (oops!) Just played it as part of the wizard gang! (feel free to check out and rate my team's wizard game). I have to say, your mechanics successfully created a lot of tension while I was playing. I was constantly on edge trying to make it to the next spot in time before something bad happened. I also really like how many things in the environment could be scaled, I thought that was really cool and something we didn't get to do in our game enough. I've got a couple of points of feedback since the page says the game is still in development:

- With movement being this important the movement really needs to be nailed. I'm sure with more time you'd have gotten to it but the typical good feeling and predictable jump arcs, coyote time, animations representing the state the player is in, etc. We actually didn't juice our character enough either. 

- The icons of the runes the player has access to are super important game information, imo they should be in the same spot on the screen in every level, probably in a UI element somewhere. There were times where the timers were off screen for me and it was really hard to know how much time I had left. Even when I could see them it was hard to platform and look at them at the same time. My other suggestion would be to place an icon next to the player when a rune is activated that shows how much time is left on it. 

Overall I think the mood, style, level design, and mechanic were all very cool, great work!

I did wonder what was going on with that comment haha but I didn't question it :') Team Wizard! <3 I'm glad you felt a little rush when playing :3 We actually had a 5th rune in development but we didn't know what else we could scale haha :)
- The movement was definitely a low point, we had a lot of feedback on all the elements we can add to make it a better experience, I didn't even know what coyote time was before this jam but now I do know and I need it lol - to make the character feel good I would like that :)
- The rune UI was tricky because it was always so big it was covering puzzle elements, it started off always in the middle but as the puzzles got more complicated I started moving it around - I will most definitely look into a solution for this maybe zooming out a bit the puzzle or fixing it to the place where the timer should be, it didn't add much to the game anyway 
Thank you for taking the time to play the game and leaving such useful suggestions :D I will use it to improve the game for sure!