Glad you were able to figure that out! I find the broken runs can be pretty fun as a break from the harder runs so it’s good you were able to get a few.
bladedTaco
Creator of
Recent community posts
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.
Thanks for the review! Yeah the audio I didn’t have the time to balance or mess with the concurrency settings, it is meant to be a bit ‘multiple voices echoing around your head’ but I definitely haven’t achieved that here. I think I could have definitely put more visualization to the spells effects to make them more distinct, but a part of the game is meant to be messing around with different spells, picking apart patterns in their design, and filtering out the useless/harmful ones to try to find a handful of useful spells. And what do you mean by the spell hexes being jumbled together? do you happen to have a screenshot or can describe what was happening? I never ran into that issue in my playtesting.
Thanks for the feedback! In the next patch I’ll make Shift pause the spell spinning animation, Doing this with the highest camera setting and the spell centered on you, should let you see most spells in their entirety still.
The game is meant to have a high skill ceiling as a roguelike, encouraging learning spells over time with random action not getting you very far. If I have time I might see if I can tweak some parameters to de-incentivize random action.