I actually think keyboard and mouse is solid. One thing is, it feels very hard to get a left hand punch when using the mouse with your right hand. A fix for this would a slider to account for hand bias perhaps. Another small bug is when I've been holding down block, if I click left mouse without letting go of block, it doesn't register. What should happen is it should switch to the most recent input. Camera height should be changeable as well. Final small critique, the game makes me quite dizzy, as I'm spinning around a lot, not sure how to fix this though.
skiwee45
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Probably one of the best takes on the theme I've seen. The game itself is very hard though, and as mentioned by others, the quick acceleration and button delay make it extremely challenging and a bit frustrating. The visuals and audio are very solid. A few changes and perhaps more playtesting to polish the mechanics would make it an absolutely awesome game.
Thank you for the feedback! You weren't missing something for level 8, we made the timing a bit tight and we didn't have time for that many people to playtest, so most of the playtesting ended up being ourselves, so it was hard to gauge the difficulty and frustration of each level. I'm glad you enjoyed the game overall though, thank you for playing!
Thank you for your feedback, I definitely understand where you are coming from. Perhaps player speed could be adjustable or yeah multiple portals could have been used. The thing with multiple portals at once is it makes the controls slightly less intuitive than with just one portal.
Another idea perhaps is a slowdown mechanic where the player can move slower for a few seconds at a time to give them more time to think and figure out the puzzle while still having the time constraint of the player moving forward.
Very clever mechanics, flipping many things from mario. However the gameplay still feels very much like mario, which doesn't make it very unconventional in that sense. The platforming mechanics feel great to use, but they are very similar to mario, which makes it more conventional in a way. That being said, I enjoyed myself thoroughly, great music, nostalgic art, lots of fun, awesome game.
Great idea and fantastic execution. The art, music, everything, is so polished, animations look great, and the game is very fun to play. One thing is the although the idea of a wizard having random spells is very unconventional, it ends up playing very conventionally. The randomization and weird spells don't make the gameplay that different from a conventional game. Regardless, it is still by far the most polished and well made game I have rated, wonderful job.
Perfect retro look and sound. Deflection aim was slightly hard, because of the spherical shape of the shield. Also as more and more enemies come in, aiming is less and less important, basically just using shield and moving randomly does pretty well later in the game since there are so many enemies. Still I would say fantastic job, and a great submission that follows the theme well.
Really fun! Reminds me a lot of fireboy watergirl!
One small thing is controls feel a bit clunky at time, especially on webgl with the color switching buttons. I need to press it twice to get the button but sometimes I tick the button on then off instantly :)
That's probably just webgl being laggy though, so I don't have any real complaints, great game!
Solid game, good puzzles!
Controls were a bit finicky, especially hypnotizing the guards. Are the guards supposed to have random subserviently / tough / unbreakable statuses? Because they seem to change a lot and its a bit annoying to wait for them to turn to subservient.
That's just a small nitpick though, overall wonderful game!