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a few idiots play time wizard

https://mega.nz/file/HagUATZT#G6Hq2vROeHI1Thkc12_dU4NYTqyQTaA0F9tmcMa-xrI

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Hah thanks this was actually really helpful and exactly the kind of response I was looking for! Part of my experiment was that I didn't put in a lot of control reminders and I wanted to see where players would be tripped up by not knowing the inputs. And boy oh boy. All the way through 6 levels without pressing Q to cast a spell a single time, messing around in the scale room without realizing you can pick up objects from the floor by -crouching- first. Definitely would have benefited from gating a free early spell powerup that showed the 'press Q to cast' message, though I suppose thats not an issue for the real game (start with none).  Also I plan the game for game controller setups and balanced around it, but clearly needed a reminder for mouse controls that you're aiming in 8 directions with them. Although considering almost all the content I created since the last update is the 8 new spells (I made the new levels in one day prior to DD), its a bit of a shame people won't see them if they can't find the secret areas to unlock them. And it worried me you guys were going to immediately suicide by casting discontinuity when you found it, since its a risky spell

/e and the the levers are activated by charged attacks. Intending them for the first dungeon which is gated beyond the charged attack upgrade, so its really nonobvious in the demo, lots of people trying to crouch on them or press random buttons 

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keep in mind that i'm stupid, it was late, and i got the streamer debuff of -20 INT. if something that i didn't pick up (like the ability to pick up smaller objects) is fairly obvious to you or others, you can safely ignore my experience and chalk it up to user error. 

the game was a lot of fun, well done!

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I don't expect picking up small objects to be obvious that you need to crouch first. Its a problem of gameplay necessity. Since it uses the same button as attack, I disable it if an enemy is nearby and for minor objects, but always prompt for solid physics objects which block you, or table height objects.

The demo was always bound to be totally overwhelming since its a whole game's worth of mechanics packed into 7 levels instead of slowly rolling it over the course of a game. I'd hope to be able to have a longer tutorial and a helper monkey to navi you whenever a new mechanic is rolled out

thanks for the footage, its indeed very helpful

/e also  consider as a point of pride you made it through the whole demo which is supposed to be made much easier by the ranged attack spells and debuff mechanics (spike/freeze in particular trivializes a lot of it). So you basically just did an Ironman+Despair run ^^