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Fun idea. Always wondered what a magicka roguelite would be like.

Not sure if I like having spells unlock with each level. I think maybe having them all available at the beginning would be better honestly. 

I feel like I just ended up spamming double light spell. The projectiles have basically no falloff and don't collide with terrain properly so they fly across the map and kill stuff way off screen. Maybe want to add a falloff distance or something or lower it. 

Stage selection needs a bit of work. At first I thought green stages meant "passive" advancement and purple were "combat" advancement but my last level was home -> purple arena "passive" advance -> shop -> shop and that was the end of the game lol. Didn't even get to use the last element I unlocked!! 

Speaking of shops, I had way more money that I needed to buy everything in every shop. Probably not intended but currency should be something that the player should make choices on. Gimmiko, another AGDG game, has a really nice currency and shop system as a roguelite . Might wanna check that out

I had a lot of fun though. The aesthetic is kinda cool, just needs more content and a bit of tuning. 

Apologies about the colors of nodes, they are arbitrary right now unfortunately.

I agree about the preciousness of economic choices in this game - it's something I'm looking a lot at. I'll later be adding the ability to sell trinkets, and a max on the amount you can hold.

Sorry the overworld sector maps do need a lot of work, so they generate some unfun paths. 

I think 1 element will be a little more fun when I add the ability to cast with both hands at once / off of each other's cooldown