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Really cool little game Jere. I think right now the main 'difficulty' is just figuring out how the whole system works. Once I got that down it was fun, if a little too easy, to come up with some game breaking combos.  Obviously it's a 7drl so I can't be too harsh in that regard. ;)

A few pointers regarding possible uncheesing that you're probably already aware of:

  • Recharge is way to good, one next to the hub of you're wheel and you've already got infinite energy. Given that you can fire an infinite number of spells in a turn, put any damage at all on your other spokes and you can deal infinite damage in any direction. Perhaps the spoke that is fired shouldn't recharge? Also limiting each spoke to fire only once per turn would be beneficial. 
  • Also it's  really easy to make a spoke which will turn every enemy on the screen into your best friend.  This combined with infinite energy made filling the level to breaking point (until new enemies can't spawn) a breeze. Infinite candy! Probably some higher tiered enemies that pop in in these situations would be appropriate? Eventually they could be too tough for your zombification ray... (but not tough enough to beat your 625hp Rosie!)
  • I found that with multipliers damage type is kind of redundant (except that poison less preferable) grab a 5* modifier and it will kill anything you throw at it anyway.  more powerful enemy tiers might help?
  • Perhaps related to the above note, I didn't get the impression that there is any rarity modifiers for the different spell effects. *5 modifiers should be rare

Anyway, I thoroughly enjoyed the quest for infinite candy.  But now. with it's saccharin taste lingering in my mouth, surrounded by all my new monster friends (and dear old Rosie of course) I still can't help feeling that there must be something more to life than this...

Hippasus, right you are! I realized that Spell Wheel wasn't hard enough to hold interest for long and I considered several modifications that would extend the play time. Most of the feedback I got was that it was simply too difficult though. Very few people would say too easy. So I held off on updating it and haven't had much time lately anyway.

My ideas in case you are curious:

  • Make it harder to rotate freely, perhaps by preventing rotation to an uncharged spoke
  • Randomize starting wand and maybe do one power per spoke instead of 2
  • Reduce blocks added per floor to 2 or 1
  • Have a huge boss at the end of each run that is a crazier version of a normal enemy with a ridiculous amount of health and some special ability (e.g. Astronauts are twice as fast, Jellies produce small jellies)
  • Increase monster damage and/or HP over runs but give the player a way to match that power increase with proper play. My current idea is to have them find a rare spell that destroys their entire wand (so they start from scratch) but they get +1 damage each time they do this.

Reviewing this again, I worry that new players would think the game is even more impossible. More tutorializing might help though.

Thanks for the feedback!