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The idea to draw constellations was very interesting. I didn't have much fun though. Choosing a different constellation didn't change the spell. There isn't really a way to lose, but that's probably okay because the controls for casting were very hard and I nearly gave up. But I figured it out in the end. So if there was more urgency in the meteor part and if different constellations gave you different spells, or maybe the meteor part could be something else. Because I think the main mechanic is super cool and I can see it being used as a spell system in an RPG or something like that.

The music was cool. The graphics are basic, but the particle explosions were very underwhelming and felt janky, but that doesn't make the main idea worse.

I wanted to add different spell types for different constellations but ran out of time since I had focused so much on the spell casting itself.

Adapting the spellcasting to a different RPG-type of game is definitely an interesting idea… if I keep developing this I’ll have to consider that. It could be cool to build up a spellbook over a longer game and use those spells as part of the core gameplay.

As for the graphics - yeah, definitely “programmer art” over here, haha! The explosions especially were just thrown together quickly because it was even jankier without them, lol.

Thanks for playing!