Semi-on-the-fly remarks:
- Controls are layout-independent (instead of QWERTY), great! :)
- I think there is a small misprint on the game page: summon a lighting that on.
- Showing the prices for the spells while in shop mode would help. Except if I missed it, there seems to be no such indication.
- There is quite a variety of spells, nice!
- I think it is somewhat hard to get where the action is located: where the temples/altars are and where the enemies are. I like that the icons shudder to show some attack is in progress. Maybe some minimap would have been a good complement!
- I am not convinced by the connection to the theme. Except for the mobile companion (that serves both as a shop and timer), the concept of having enemies is rather classic.
- There seems to be no more enemies after the ‘runners’! Apparently, no more spawning after the extra time you are assigned when one temple is destroyed.
- Once you press the key for a spell, is there no way to cancel?
- Is the music your work too? :)
- Nice sprites, including temples and animations. And the victory screen! Looks like a painting. :) Now that I think of it, it reminds me a bit of the Overmind from StarCraft!
Takeaway: the moving shop is an interesting addition. I think handling several altars being attacked can be hard, since this is not a game about building (although the decoy spell and the earth wall one are closer to this, since they last longer). Some sounds would also help feeling the action, and some more indications (especially a minimap and in-game prices) would help. In my opinion, the game just lacks a mechanic (linked to the companion?) that could at the same time connect it more to the theme and make it more innovative. Not saying I know what, but my intuition tells me a little something could spice up the whole experience.
Anyway, thanks for the game, this is already a base you could build upon. :)
PS: I did not comment on the QTE system since others did, but I thought it added nicely to the challenge.