Yeah I built difficulty tuning systems into it early on but unfortunately only had the last two hours to test, tune, and compile.
Glad you liked it though!
Yeah, the balancing was difficult. Ultimately I tried to tune it to around 10 minutes if you’re really good, since it’s an endless game and figuring that most people aren’t going to care to play a jam game for too long. Trying to make people feel engaged like they were making meaningful decisions while also reward good decisions was difficult. Especially since I really only had the last two hours for balancing lol.
Glad you enjoyed it!
Thank you! Most of the SFX was done myself with my mic. Anything else was made quickly in JFXR.
And yeah, the red dragon AOE attack is the most visually appealing. Probably could have spend more time masking VFX for the others but started getting close the end of the time limit lol.
Also, it’s tuned to have a basically auto-fail state at around 10 minutes in if you’re reeeaally good (figured most people aren’t playing a game jam game to vote for longer than that). The difficulty ramps up quick.
Thank you for playing!
Probably my favorite game in the jam ngl. Could be that I just like turn based RPG's and this has a really cool combat system that lead into the theme really well (and was just really good and tactical. Also the magical girl idea is a great way to interpret the theme "magic". It even has an upgrade system even though it was done in only 3 days. I would legit play a full game like this. Well done!
If you get the chance, I'd like to see what you think of my submission!
Never thought I'd see an idle game in a game jam. It could be just because I like these kinds of games, but I enjoyed it! I had it running generating light as I played other game entries even (and then I realized that Unity browser games don't update when the element isn't in focus). Well done!
If you get the chance, I'd like to see what you think of my submission!
Really neat game! I went through 60 levels in a row. Definitely started seeing the same levels pop up. I feel like it'd benefit from a stage system (5-20 levels back to back in increasing difficulty) would be neat for a final version of this if you want to continue the concept. Maybe also some upgrades. I feel like the attack went on for way too long making it a bit easy. Maybe with limited uses (3 per level or something?) because I basically just used it in the beginning and that lasted me through the level usually.
Definitely the most fun I had! I hopped back in a few times just because I enjoyed playing it. Well done!
If you get the chance, I'd like to see what you think of my submission!
Interesting little game. I tend to like tower defense styled games. The idea of upgrading your wizards is pretty cool to me. I feel like the wizards die really quickly once the enemy touches them though, despite it being a pretty slow game, making the healthbar feel mostly useless. Maybe adding a cooldown to the collision every time it deals damage or making it bounce back slightly each time it gets a hit (which would allow for the wizard to get in a last shot or two to try to defeat it) would help.
Pretty cool for your first game. Good job, guys!
If you get the chance, I'd like to see what you think of my submission!
Cool game! The character was a bit floaty which made it difficult to land on some of the platforms. I also didn't notice that I was losing health, I think some visual flare to show that I was getting damaged would have helped. Still really loved the presentation!
If you get the chance, I'd like to see what you think of my submission!
Well done!
I wish it had some clearer controls. Left-Shift and tab are just way too close together. It'd be nice if Right-Shift worked too. There were way too many times where I would be in a situation that required me to reposition my hands so that they were both on the left side to accomplish a task quickly. I also think that a pause button or a way to end the game would have been good. I kept pressing Esc and P in hopes of pausing it to no avail. I'm fortunate that my mouse has a gestures button. Also I was never told that R restarted me at the checkpoint. That would have been helpful for one of the many times I got permanently stuck and had to close and restart the level from scratch.
Also there was a time where I got stuck underneath the door as it was closing. Impossible to get him out of there.
Despite those minor issues from me, I gave it full marks! One of my favorites from the jam so far. Kind of feels like a better version of my game.
Thank you! And yeah, the combat in general needs to be WAY more polished. If I had more time, that is where I'd focus my efforts on the most. I have a few ideas on how to improve it if I try this concept again in the future or just try to polish up this project as portfolio work. I'm glad you guys enjoyed it!
Amusing little game! I kinda wish there was a checkpoint/respawn system instead of starting from the beginning each time but you get through the map so fast that it doesn't really matter as much. Also the jumping is a little janky. When I'm right up to a platform and press the spacebar, I want to be able to jump onto the platform. As it is now, I have to back up a bit then try to jump up. I really like this one. If it were a little more polished and had more levels, you could probably release it on Steam. I kinda want more of it!
Interesting for sure. I think this is the kind of game where I'd want to look up a guide online because I got through the whole game and when I went to the "endings" section in the main menu, they were all still ?????'d out. It's definitely a game that I'll return to once I'm done checking out the other submissions. I'd be interested to see your rating of my submission!