Magika
Creator of
Recent community posts
Maybe I'd make a bad older sibling, but I found leaving the brother behind in a "safe" place and then rushing the levels was the best way to progress. To be fair, he seemed to have quite a death wish, especially around pits. Having some mechanics in the future that require both brothers to be present in order to proceed would make sense to avoid that. It's possible that was in the game, but I got stuck on the stage with the yellow bars because the instruction text was behind the trees, and I couldn't figure out what it was supposed to say.
Overall, I do like the idea of escorting an innocent, helpless character to safety. Reminded me of ICO
Cute design
A lot of the improvements I'd suggest are already documented as known bugs. I think it'd also be nice to allow bigger purchases once the waves start getting bigger (resource consumed faster, block produces more units, etc). Also, it'd be interesting if there was some way to control units better (waypoints?) since they often ended up in sub optimal positions. I did explore a lot of the map for fun during one wave, and it got me thinking it'd be interesting if you were required to send units to fight structures, or place additional resources out in the field to collect, or something similar to give an incentive to explore more. Otherwise, you'd just stick near the very start area.
Very nice game overall
I didn't realize there was a mechanic for color attunement until I was about halfway through the game. I like the idea of it though. I noticed that enemies seem to spawn based on player location, and that lead to some of the archers being out of bounds sometimes.
I like that there are different abilities. Shield was my favorite. Energy use for abilities seems like it could be tuned a bit. I only tried the dash a few times, because it drained energy so quickly. Same with the projectile attack.
I felt bad for the golem being constantly berated :(
Overall, good theming and mechanics
The procedural generation aspect is neat, but if it wasn't mentioned, I wouldn't have known it was happening (until I played a 2nd time). For long load times, having a progress indicator would be helpful to indicate why the wait is occurring. The art itself looked nice and had a good theme.
Gameplaywise, having enemies move a bit faster, but also die faster might keep it a bit more engaging. I might just be a fast clicker, but I was often waiting for enemies to appear. I also found you could run into enemies to kill them at the cost of 5 ammo (but none regained after), which might be worth mentioning in the game description if it is intentional. I also found that my ammo could get into the negatives, so I wasn't actually limited by it. Might be an opportunity to consider a future mechanic for the situation when the player runs out of ammo, but is still alive.
Thank you for playing, and for the feedback.
Actually, there is a bug that causes the attacks to not always start when they should once the enemies start speeding up. That may be part of the randomness. It would actually probably be harder if I fixed it without changing anything else, because the attacks would come much more frequently.
I originally wanted enemies to come and go, which I think could signal jumps in difficulty better. I do have some framework to support more complex behaviors, but a lot got cut for time. I might consider starting with a single shield and work up to two to give the player a chance to learn the mechanics (right now, you get thrown in the deep in instantly). Also, I wonder if having enemies only attack from one side would help reduce the multitasking burden early on.