Posted August 24, 2020 by J Weber
You're a wizard! But it turns out casting spells isn't so easy. You know all the spells, but apparently this stuff takes talent, and you'll need to get the hang of casting each and every one if you want to complete your quest!
An absurdist platformer, you play as a wizard who already has the book-smarts, but has never cast a spell before. Learn to fly, teleport, and blast powerful spells, with no cartoon-y safeguards: humans are squishy, and magic is hard.
This game hopes to combine the themes of hard-to-control platformers with elements of dungeon crawlers. Many dungeon crawlers have the player become all-powerful over time, able to survive almost anything thrown at them, and this game does the opposite: it combines challenging controls with a very powerful player, with two catches: Magic Is Hard, and humans are very easy to damage.
Since games began, the concept of hard to control games have always been prominent, and have had many interpretations. An early example is The Impossible Game, a deceptively simple but immensely challenging game that has only one button, and is easy to start playing, but gets very hard very fast. Other, more recent examples, include games such as Getting Over It and Pogostuck, which involve platforming using a very simple control system, but quickly become very challenging, and borderline infuriating in the best way possible.
Thematically, a lot of inspiration was taken from the wide range of magic systems in media and other games. However, the primary inspiration for the idea of magic being challenging to control was from Dungeons & Dragons, where the concept of Wild Magic shows a more chaotic side of magic. A side of magic that isn't an alternate science, but instead a hard to control mess of logic-less, and dangerous power. This game hopes to capture that: magic is hard to control, and humans aren’t indestructible.
The demographics of platforming games is hard to isolate, as it's such a classic and widespread genre, with a wide range of styles and themes that it can be put into. However, it's worth considering the classic and continuing franchise of Super Mario Bros, which is arguably one of the most recognisable pop culture icons of the late 20th century. According to an analysis from market analysis company Marketing91, the primary demographic of Mario games ranges from young children to men up to the age of 30 for nostalgia reasons, but keeps their target wide enough to encompass the majority of young people, irrespective of gender or specific age. It is noted that the target tends to be "casual gamers". The stylistic choices in Mario, in addition to the easy to understand gameplay, likely contribute to this wide demographic.
Due to the control-focused nature of this game, the target is likely not people who aren't familiar with a variety of games, however it's also unlikely that the stereotypical "hardcore gamer" will be attracted to it either, as it isn't a game that's likely to have more than a few hours of gameplay, even if a large amount of levels are added, unless more focus on combat or puzzles is added.
You’re a wizard! And you’ve just been tasked by the king to retrieve some magical artefacts from a far-off dungeon. One problem though: you’re more of a bookworm, and you’ve not actually cast a spell before. Oh well! How hard can it be?
An example of the cartoonish fantasy style - (Credits GrafxKid on OpenGameArt.org)
Gameplay will be primarily a platformer, but may also include elements of puzzles, and may contain enemies to fight. However, at the core of the game, the primary mechanics will be those used for movement and using magic.
Overall, the artistic style will follow a typical fantasy pixel art pattern. The game is designed to be quite whimsical in appearance, and combine cartoonish physics with chaotic magic that yields unpredictable results. Following the fantasy setting, most art assets will be compatible with medieval art assets, such as stone brick dungeons, and spike traps, will likely be usable here.
An example tileset - (Credits @JoeCreates on Twitter)
An example tileset - (Credits Daniel Siegmund, for OpenArtGames)
While particle systems will likely be the primary source of effects, pixel art assets may also be used for some effects, including acting as particles themselves.
Example magic sprites (Credits GrafxKid on OpenGameArt.org)
While enemies will not necessarily be a focus of the game, they will likely take the form of fantasy or magical creatures, such as orcs or nondescript immaterial enemies.
Example fantasy enemy (Credits GrafxKid on OpenGameArt.org)
Example magic enemy (Credits GrafxKid on OpenGameArt.org)
The game may also include collectables, such as keys, used to complete puzzles.
Example keys (Credits BizmasterStudios on OpenGameArt.org)