Amazing art and cool idea, just wish it had sound
The_Hat_Guy
Creator of
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Great idea, the spell building is a nice concept but I wish I could build better spells as I got through waves. It seemed like I didn't get many real upgrades, most of the level up stuff was only unlocking different ways of playing that I couldn't combine or create crazy stuff because mana regen was quite static throughout the game. I did see the mana regen option about twice in like twenty levels and it only increased it by very little it seemed, maybe you could have 2 rewards at each level? One for unlocking new spells and another for upgrading yourself (health, mana, etc.)?
Nice job overall though!
I thought about a downwards conveyor but then was planning on adding a funnel block that would drop the items precisely downwards because I did like the idea of falling items. Also I wish I could have made the item conveyor system not be purely physics based because that introduces a lot of bugs and unpredictability but a non physics system would be a bit more complex
I'm glad you liked it besides those bugs!
Very nice and simple concept! I only think it would be more fun if red magnets destroyed themselves upon touching you so they don't get stuck due to your powerful magnetic attraction and low move speed (also if they got destroyed they could also deal a lot more damage per touch)
Overall it was pretty good and it was really satisfactory to blow up screen wide chains of magnets
My intention was that you weren't supposed to just bob and weave through the enemies but yea, little time to test led to way too fast enemies. About the coming out of nowhere, they can come from the bottom of the map where red auras are so you should always defend downwards. I did plan to have a little cut-scene or explanation of that in game but again, time was short due to the complexity of this idea.
Glad you liked the idea!
Yea, I thought about changing the attack button from the mouse to 'k' or something like that when as I went to sleep last night. I have to agree, it's a bit of a weird button especially since you can accidentally click off the window.
The different difficulties for pushing the box from different directions is very intentional though. I like that it adds more complexity to the controls (top down vs platformer movement) and makes the player get close walls more frequently so the saw blades can attack and it makes so the player needs to get out of their comfort zone (the floor) from time to time since the ceiling is not only harder to get to but you also can't move on it while for the walls it's easier to get to but you keep sliding down while you are on it. I would actually get distracted while developing this just jumping around inside the box because I liked the double jump so much haha
Glad you liked it!
True, there could have been more emphasis on the red key (that's what I call it though it isn't really a key) being completed. The design for that key was actually changed almost at the end of the jam since its first form was quite a bit more confusing. At first it was supposed to be only one key for the red door but later I decided to split it into 3 so there could be a bit more of a sense of progress towards the end goal and my first design didn't really work for the split key.
About the map, I designed it with a drawing and then built each room separately in Godot. The process was a bit weird since the top rooms are upside-down on the drawing and passages from one layer to another could be offset when the layers weren't aligned. I'm happy it all worked out in the end though.
Also I thought about adding a second song for when you got all the red pieces but I ended up separating the current song into 2 tracks: 1 that played all the time and another that only started when you started the game and then stopped on the ending sequence to give it a more dramatic effect and loop back to the menu smoothly.
I thought about placing enemies in the game but in the end I decided to really just focus on the puzzle element especially because of time since I started late in the jam. Then having a boss wouldn't really make sense without introducing combat first so it ended up being just the dramatic end.
Glad you enjoyed the game!