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(1 edit)

Thanks for trying out the game! To address your various comments:

  • Sorry about the bug with the scroll, not sure what happened there. Do you remember which one it was?
  • Regarding the bindings, what controllers were you using? Index?
  • We personally really enjoyed traversing the castle by throwing the orb, but I can definitely see how it can get tiring. If this were turned into a full game, we would probably add a setting that lets you "shoot" the ball along an arc (making it more similar to traditional teleport mechanics), if only for accessibility.
  • The assets are indeed not original. The list of free Unity assets we used is on the game page (most of them are from the Ultimate Low Poly Dungeon).
  • I actually thought several times about adding a "floor" below the castle so the ball couldn't drop too far if you chuck it out of a window, but ended up forgetting. :D If you do throw it out a window, you can still summon it back into your hand, but could take a good while if you don't do it immediately, so that's definitely something that would need to be addressed.

Thanks for the detailed feedback!

Yeah I'm using index. I think it might just be a personal thing with the index. Grabbing and throwing things is a little finicky with them. I find very few games nail that grabbing and throwing. The very first scroll you come across near the fireplace I think. That's where I recognize the assets, I think I have that pack too. If I keep doing more jams I'll likely use them, they're pretty neat. I guess I didnt hold down long enough. I had a similar problem in my game but I was just using Lerp to summon the wand and torch, the velocity we retained and originally the hit boxes were so small they could fall through the floor so they'd come back to the hand but not fast enough to counter the velocity they were gaining, I just reset velocity to zero whenever I started to summon them. Another thing I found myself doing was accidentally gripping on my other hand while throwing the orb. Another cool ability would be to put out spinning blades or something so you could deal more damage to enemies. The movement system was definitely unique and interesting but I got a little tired of it. Really great job though.

Interesting, I would have thought that the Index controllers would be particularly good at grabbing and throwing, but I guess the dev needs to account for them in a more elaborate way than just binding a button. I'm thinking about getting some Index controllers soon, so I might be able to test it out then and see what can be improved (but definitely after the rating period).

Regarding the scroll, there seems to be a bug when you pick up the scrolls with your hands instead of throwing the orb at them. The first scroll should give you an ability where you can view the world from the orb's perspective to spy around corners.

Regarding the spinning blades, you can already kill the enemies in one hit by setting the orb on fire (by throwing it into a torch or a fireplace), though not all enemies have sources of fire nearby. We would definitely like more combat options though, e.g. being able to use the orb like a grenade by triggering an explosion after throwing it (which would also make the sticky upgrade more useful).

Again, thanks for the detailed feedback, I'll check out your game in a bit!

(+1)

Cool ideas. Yeah I mean I went from the Vive to the Index and one big noticeable difference is how often I dislike the control schemes in most games for grabbing. The issue is if you have your grip point to grab too high you might accidentally grab things, but you also have to think about releasing them to throw them, if you have it set too high when releasing you will find that you often don't release objects when it "feels" like you should have. Likewise, sometimes games have too much grip necessary to just hold them. That's why it's nice with the Vive wands, you just have a toggle or whatever. I played SuperHot with vive wands when it first came out and it had what I felt like was an excellent control scheme, hold the grip to grab, release to throw. It felt very natural but after about 30 minutes of playing my tendons were aching lol. They soon fixed it by changing the bindings to grab and throw which I didn't feel were as good but grew to love since they didn't cause pain. Even our game has the issue I felt, where you have to grip pretty hard to keep holding the wand. I feel it in games like AZ sunshine, I don't know if I've found a game that's nailed it. When the "grab" isn't just a button but a fluid value that changes it becomes hard to figure out exactly when something is held, or thrown. I'm sure someone is getting it right, maybe Super Hot, I can't remember right now.

Can you check out my team's game as well? We only have 4 ratings right now: https://symbioticparker.itch.io/a-wizards-wand