I would say you need to move the weapons and things over the core or at least make it to where we can place them around the core. I bought a few things but they appeared off screen where I needed to zoom out to see them. They were all stacked on top of each other and the enemies avoided the core to attack the weapons in the corner.
PapaBearded
Creator of
Recent community posts
1) I made it to the guardian where you learn Stun.
I thought this was going to be just a novel-type game
until I got to unlock spells and do a bit of turn-based combat.
I felt like there was a ton of story upfront which could
have fit nicely in-between the turn-based style combat or like
when the witch was talking to robo-cat about the spells.
2) My hack v1 was maxed before I did my first fight which left me feeling
as if I over powered it as well as the hack v2 once I got that one unlocked.
3) I personally find the idle mechanic a hit or miss,
with me, I am into the more action side of games. As in, if I fight a
bunch of bots and gain nothing but, can idle to max it would
drag the game down for me. Maybe if the cost per upgrade or mana
regenerated was less it wouldn't encourage idling for an
opponent that isn't as strong.
4) I would spread out the story / dialogue out over the spell unlock
scene and the combat scene since it is turn based and not
a time based combat. I would also look into the mana
regeneration and the cost per upgrade. In which you could
get a small icon cutout for the person talking and
pull in some of the story while idling.
I hope my input is helpful and I hope to see this in the next Jam.
Fun: I was lost in a dark room with a book I had to read. I played this the moment I saw the update and played for about 40 mins. I really liked the spell rotation and weaving while you dodge fireballs.
Visuals: I like the 3D environment with the 2D characters. It gives me the feeling of Paper Mario from back in the day. The only part I did have an issue with was knowing where the floating object was at. Some areas can be really dark and the object can get stuck on the wall or in the air.
User Interface: The pause menu could be opened by pressing Esc but, not closed. This got a bit confusing to me since I can Tab the spell book open and closed. I wonder if the rock objects you float are suppose to be able to fall into the background? I did need to run back and pick up more once I learned that new spell (no spoilers).
Audio: I felt like the Audio was great and did change when I got engaged with the other creatures. The spell discharge sound also helps with knowing when I casted a spell.
Overall: I have to be fair and say this game needs more lighting or at least an outline for the floating object. At first I thought I was stuck in the Title menu until I moved around. Once I got started with that book I was in deep trying things out before I learned anything. I read the DevLog and you got to stick around for the other Improve Jams. I like the concept of weaving spells while being able to move/dodge. This was worth the wait.
I started playing and didn't think I was going to play for so long. I really had fun playing this. Sometimes my zombies would get stuck because there was a zombie in between them so they couldn't merge. I just had to select that one and move it but, found out I could make them all merge together. They would then separate on their own leaving a bunch of 100 level/HP zombies behind.
I had a huge horde and attacked a castle and fort at the same time and froze my game. I should take it slow next time. I don't know what I would suggest to improve and I didn't see anything to call out as an issue. This hit a spot with me and I like it.