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I really enjoyed watching this game come together during the development process. The hexagonal towers and inventive mechanics seem really compelling. While I get that you're aiming for a high skill ceiling, I wonder if perhaps you haven't also ended up with a rather intimidating skill floor as well? I'm not sure what to suggest, but it is quite difficult to do anything other than randomly stab at spells hoping that one of them won't drive you mad! Which is a mood in itself, of course :D

I'm not sure what to suggest. I think for me the most frustrating part was not being able to clearly see which spell I was selecting. If, for example, you could definitively scroll to and pick one, i.e. control the spin animation to some extent, that would help. So would a little bit of indication as to what was going on, that these spells were being procedurally generated or that they would be new each time. I really wanted to progress and see the impressive terrain you've been working on, but I couldn't get far enough through the game. Then again, I kind of suck at games so it could just be me!

I think there are some great concepts here, just need a tiny nod to playability to come alive. Technically impressive and I can't wait to see what you turn it into.

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Thanks for the Review! I agree that I have made a game with a bit too high of a skill floor, I have tried to make the game generate more complex spells with tougher enemies as it progresses, however the starting point is definitely already too complex. This is mitigated to some extent from the games being short and each run a new experience, but there isn’t really much reason to stick around and start learning the spells, maybe some sort of unlock system where you unlock more complex spell tiles/components would have worked, but that is beyond scope for the jam. Spells are procedurally generated, and so is the terrain haha. Spell selection is meant to be made more challenging as you go insane and the camera zooms in, and while I dont think my current solution for it is great, I think having some sort of scrollable list would remove this effect, so I’m not really sure about how to change this. I also agree that playability is what my game mostly lacks. I think had I cut off mechanics half way through the jam and then worked on visual and gameplay polish I could really have smoothed out the experience.

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You and me both! I hope you aren't discouraged, there's still a lot to like here. I forgot to say I think the insanity effect is particularly good, although it comes on so fast there's not much time to enjoy it! :D