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A jam submission

SpellmongerView game page

A vampire survivor-like (yes, another one) but with an interesting twist (play it, you won't regret it :) )
Submitted by Akt0o — 21 hours, 45 minutes before the deadline
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Spellmonger's itch.io page

Results

CriteriaRankScore*Raw Score
Enjoyment#24973.0003.000
Overall#27613.0943.094
Style#27963.1333.133
Creativity#29453.1503.150

Ranked from 60 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

How does your game fit the theme?
In this game you have to survive for 15 minutes. During these 15 minutes you will be attacked by growing waves of enemies. To face them, you must create, customize and improve your spells, which will evolve and grow throughout the game thanks to a special spell creation system.

Development Time

96 hours

(Optional) Please credit all assets you've used
Maaack's option menu, alagard font, SilentWolf's leaderboard.

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Comments

Viewing comments 38 to 19 of 38 · Next page · Last page
Submitted

Definitely worth moving the spell action buttons but otherwise a really great idea! I hope you expand on this

Submitted

A really fun and easily expandable experience with a lot of depth! I really enjoyed the spell customisation system and thought it merged very well with the vampire survivors gameplay style. If the game were taken further (which I strongly believe it should!), some expansion on the tutorial for spell crafting could be needed as it took a few runs for me to familiarise myself with the menus.

Submitted

Very fun! Had to rebind the spell controls, but after that I had a great 15 minutes

Submitted

Cool stuff. I'm a sucker for customizing abilities and it goes really well with the vampire survivors format. One small thing which was a tiny bit annoying is fully commiting to an upgrade. Having like a confirm button after choosing some upgrades in the spell menu would make it less likely to upgrade things you did not want to if you miss-click / rush to upgrade.

Submitted (1 edit)

Cool game !  I found not so straight forward to have to use 1,2,3,4 in order to attack mobs, but I loved the ability to make up your own spells

Submitted

The concept is pretty strong

Submitted

Nice idea and the  best part is leaderboard, but I can do million lap to pass 15 min

Submitted

This is certainly an interesting game - with some balancing it would be an interesting survivor-like. I sadly encountered a bug - when you enter a new game, your level is not reset, but all your level up choices are reset, putting you at a disadvatage... or making the leaderboards just a matter of boring grind. The theme is pretty weak here - like I see what you mean that enemy waves are scaling in numbers, but you certainly could have played a bit more to it.

Developer(+1)

Thanks for the feedback! I'm surprised that your level wasn't, it's the first time I hear of this issue. After your death/end of your game did you go back to the main menu or did you do something else?

Also I agree for the implementation of the theme, my main goal here was to test this system but I could have made more mechanics in relation to the theme.

Submitted

Yeah, just submitted the entry to the leaderboards, went back to the main menu, and started a new game - and the level stayed on. At least refreshing the page still works, so it is not a big deal, just something to fix if you decide to work on a post-jam release.

Developer

Okay thanks!

Submitted(+1)

Cool game, can't dislike a vampire survivor game, pretty fun, don't quite get how the theme fits in but I did enjoy a few enemy dodging rounds, great job :)

Submitted(+1)

The custom spell mechanic is a great addition to this type of game. I do wish it was able to be used more expansively. I had fun playing your game and I hope you will take the time to play my game as well.

Submitted(+1)

Nice concept! The spell mechanic really makes this stand out

Submitted(+1)

Art is nice
Music is nice
I don't usually like vampire survivors much, but this one was nice and didn't feel too repetitive thanks to the custom spell mechanic

I think the custom spell mechanic is a good idea, but isn't really used at its fullest potential for now, as once you have a good combination, you don't to change things much
Once you have heal + low cost fireball + laser, the game is basically over
Without rebinding the spells to other keys, the controls would be difficult

Developer

Thanks again for your detailed live feedback! :D

Submitted(+1)

Like the style and fast tight controls. Spell system is kinda overwhelming, but very impressive and cool. A bit cheesed starter spell by casting and running away, hitbox stays at old location and damages mobs without being hurt by them.
Great job on such a complex system!

Submitted

I like the style and the idea of the spells, but probably a skill issue on my part but i could not kill enemies with the starter spell without getting damaged everytime.

Developer (1 edit)

Thanks! It's not a total skill issue on your part because the hitbox of the starter spell without upgrade is extremely small. It's mostly intended because it gives the player the necessity to find a way to upgrade it or change it in some way. And this spell allow them to survive long enough to get something to change it without allowing them to survive all the way through (if someone do the full game without upgrades or changing their spells they're a madman).

Submitted

I am not sure I saw the theme past I guess increasing your power. Like the music and there was a nice atmosphere to the game. I might put the controls for how to play on the page I didn't know how to use spells when I first started. Really impressive how much variety of mechanics and customization you managed to get in here.  

Developer(+1)

Thanks for the feedback! Glad you enjoyed the game :D

Submitted

Didn't really get the relation to the theme tbh. Otherwise, pretty fun. The starting spell could've used a bit of a buff (particularly the range), I basically just restarted until I got projectile. I also wish that spell 1 and 2 were bound to mouse buttons by default, moving and casting spells on the same hand is kinda awkward, but I really appreciate you setting up rebinding!

I wonder if magic regen should've just been tied to level more directly rather than it being one of the dice roll options, it was really tough to decide whether or not to upgrade spells because of that.

Developer (3 edits)

The game is linked to the theme by the fact that during the 15 minutes the waves of enemies increase, and to survive you have to improve your spells accordingly, making them grow (e.g. increase radius, etc.). It's more related to the "evolution of your spells" than anything. I do admit that I could have worked a bit more on how the theme is linked to all that.

And thanks for the feedback! Glad you liked the game!

Edit : forgot to respond to you for the whole "regen linked to leveling" part : The issue is that magic regen is OP and it's what make the separation between being completely broken or being weak. Making it a part of the leveling may be a bit too OP I think. But I'd have to try to be sure.

Submitted

Quite fun to play, I liked the atmosphere and setting. Starting spell is kinda hard when it feels like you have to time it perfectly otherwise you take damage. On the other hand ray seems kinda op especially if you have a lot of magic regeneration after which you can just spam it all around. Didn't try every spell but of the ones i did try fire/ice seemed the best. Fasten was a bit too much, made moving hard. 

Developer

Glad you liked it! Fasten was originally much slower but the tester said it was too slow so I tweaked it a bit too much I think.

Submitted

mmmm i never realized how to fire the projectile, so i had to focus on the aoe effect! and how do you heal yourself too? Said that i enjoyed a lot this game. Only arrived at lv. 7

Developer(+1)

Projectiles go toward your mouse position and to heal yourself you can either level up and get the reward that heal you or use a spell with the shape "self" and the effect "heal".

Glad that you enjoyed it!

Submitted

Kinda realised that having two projectile spells - one with low damage and one with high - is best to kill everything on the map. But if the game had a lot of diffrent spells to strategize with, that would be really cool :)

Developer

I agree that over time it become quite repetitive, the balance would need to be tweaked and also I didn't have the time to implement all the shapes and effects I had in mind.

Thanks for the feedback! :D

Submitted(+1)

noice

Viewing comments 38 to 19 of 38 · Next page · Last page