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(+1)

This was a really impressive submission for 3 hours. I like that the order of how you do things matters.

I do think there could be a bit more clarity. Maybe if the game is developed more you could consolidate the icons for spells and have a tooltip that states how many slots they take up this time, and on each subsequent cast. Also more variety in spells to fill up those pesky gaps.

Overall, fantastic job!

Thank you very much! I was in a total hurry to even complete 4 different skills with different targets to resolve, even a resource (dust) to be implemented that works like a modifier on those skills… the engine behind is thanks to my gml-raptor platform quite short, as the StateMachine and Animation classes do most of the work here, but anyway - it was a super-close call this time. Didn’t think i can make it.

I could imagine to continue this game, and you receive kind of loot (like new spells, different resources) when you defeat an opponent, so i could create a second “problem” for the player: Not only isn’t there enough room on the left page to inscribe, then there isn’t even enough room on the RIGHT side to show all spells you know! So in kind of a battle-preparation screen you must decive, which 4 spells you take into the battle… something like that.

Thank you again for your post!