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This is a neat one! I enjoyed the spell-swapping mechanic, and time permitting it could be expanded into giving each spell a bit more of a unique identity beyond a projectile. For instance, giving the flame spell a more continuous, short-range spray (like a flamethrower)! Changes like this could be tied into a simple upgrade tree if needed.

The idea of giving me the opportunity to use the enemy's spells against them was a nice touch. One thing that would have made this strategy more viable is a clearer indication of the enemy charging and aiming their attacks, allowing the player to react and influence the spell. This could even be made as an enemy variant, adding a bit more variety to the core game-loop.

Well done all around!

(+1)

Thanks for playing! Yeah I thought about implementing different kinds of projectile. I first wanted to do that after each round you choose an upgrade which you can add and mix together your own attack, but I run out of time

Time is always a factor! Regardless, you did an excellent job.