it only gives you about half a second to react after the other wizard starts their attack animation, so it can be pretty hard! I couldn't even beat it for a while
friend_the_tiefling
Creator of
Recent community posts
This is actually awesome. The movement as part of the card mechanics is really interesting, and I could see it being expanded even more. Only issue is it seems like it gets stuck in the skull levels and won't progress even after I've killed all the enemies, but I tried a few times because the game is fun enough that I wanted to see what a full run looks like!!
It should work if you release when the other wizard starts moving back and upwards at the start of their attack. Currently its set so they should all attack within about 40 seconds.
Maybe I described it weirdly, but there's no charge up period so you can also just click when you see the attack coming. Let me know if it works! You should have 0.6 seconds to react, ramping down to 0.4.
I do plan on posting a better version of the demo after the review period and I've already started working on it. The controls are intentionally relative to the guard, as it was actually more disorienting to me when I left it static. I can say from experience adding to my unsubmitted version that it's way easier when there are multiple guards and you can switch pov. I also intend to eventually add a minimap or something so you can tell if you got stuck in a corner. Thanks for playing! I'm exceedingly new to this so any amount of feedback or player experience is helpful.
thanks for your feedback! I didn't get as much done because I was working on friday and saturday, so functionality is limited. Switching between different guards is actually an idea I always intended, and that I figured out and added on monday. My plan is to work on it more and publish the more complete demo after the review period is over. Also the wall textures are not on purpose, I just ran out of time to figure out how to make it render with the right tile size lol.