Very nice, didn't have time to have more than a couple of goes but I do plan to come back to it because I was enjoying it. The fireball was a little disappointing to me. For the long windup time and mana cost I was expecting a massive, D&D sized fireball. Big explosion, lots of damage but it didn't seem to do much.
I liked the way you balanced the level and introduced the spells one by one. Its the professional touches like that that make a game stand out for me. At no point was I confused about what I was supposed to be doing
I was surprised to read you haven't done the RPG course because there's so much similarity - I know you say its an RPG but there are a lot of RPGs and this had a lot the was the same or very close - right down to the grass texture (is that unity default? I don't remember anymore) and the sound effect the mobs make when they die! Even the health and mana bubbles are the same (or very similar) as they use in the promo (but I don't think they're every actually implemented in the course). I suspect you shop at the same free asset store haha.
Viewing post in Rise of Necromancy jam comments
Thank you for playing, and appreciate the feedback!
Will definitely note your fireball idea as it seems something I find will fit the game too.
Yes as I said I have done the rpg manually from all of my cumulated knowledge.
As for the assets, they are all free stuff we find commonly since we didn't want to create them from scratch when they are already available (mostly from quaternius, the asset store, open game art etc.)
On the audio side most of them were created manually by the sound artist in our team.
It would a long list to say what is ours or not. I mostly took the best sounds to me, wether it's ours or free assets, and put them together where I thought would fit.