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A jam submission

Mass Manipulation Mage(Windows)View game page

Puzzle,Rage,Platformer,Speedrun game about a mage that can change size by touching totems
Submitted by IsNJs — 9 hours, 10 minutes before the deadline
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Mass Manipulation Mage(Windows)'s itch.io page

Results

CriteriaRankScore*Raw Score
Creativity#42772.7403.091
Overall#50532.3912.697
Style#50872.3372.636
Enjoyment#53722.0952.364

Ranked from 11 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?
The main character can change size by touching totems throughout the map

Development Time

96 hours

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Comments

Submitted

I like the concept. From what I see, it seems very cool. Is there going to be builds for other platforms or is it just Windows?

Developer(+1)

maybe to built it for another platforms (maybe Android or Linux if it's free) but for now is only for windows and thanks for the comment!. 

Submitted(+1)

i could see this as a full game very cool 👍

Submitted(+1)

Its a solid start. The idea of a wizard with a sword and a staff, who changes size to mow down his enemies, sound very fun to kill time with! The game felt a bit Runescape-y.

My main concerns were the same as the other comments, really: the camera angles were making it difficult to focus on the core gameplay, and I couldn't tell what side I was facing and stuff. I would end up dying most of the time by missing a jump. The enemies could use a lot more complexity, as I would simply kill them without coming even close.


Overall, this is a good start as a game developer. I think you should keep practicing, and polish this game up. Learn all the basics, study other games, watch GMTK videos (he did not pay me to say this). Work hard :) it seems like you have ambition, based on your idea and its execution. Cheers!

Submitted(+1)

I found a 5/5 game yesss!!

wish my game was as good :(

Developer

Thanks a lot dude! But just wondering if you rate the game? Since we still have 7. You dont have to, just sayin

Submitted(+1)

Ohh i am really sorry i always forget to click on the save rating button. I will rate it right now with 5/5 :)

Developer

Its ok! Thanks!

(+1)

Very cool game! 

(+1)

i played the first three levels. i got pretty much used to the controls. as an attempt to create a control scheme this was definitely a functional game and control scheme, and i could have probably made use of the fireball spell if absolutely necessary. in any case, i did not really use the fireball for anything in the time that i spent with the game.

melee attacks are not that satisfying. i found jumping had quite bad feel, and it was easy to slip off the edge of platforms for one reason or another. finally, when i fall off the edge of a platform, it takes a long time to respawn. in general this created a system which did not entice me to spend much time with it, and additionally consumed more of my time than necessary which more rapidly drained my desire to continue playing around.

in the levels that i played there was not much interesting use of scaling, but the mechanic itself was fun to experience. the levels did not feel too good to play either, but i will chalk a lot of that up to the movement and combat mechanics not being particularly responsive or good-feeling (see previous paragraph).

i would like to specially note that while the opening animation is very nice, it feels as though more effort was put into "branding" the developers than into the game itself, and was prioritized to the active detriment of the game, which is especially frustrating, as a player. this has been mentioned by another comment below so i won't give this an excessive amount of attention, but will note: an animation of similar quality that attempted to communicate or express something more related to the game experience itself could have been a big plus.

speaking in practice and not in theory, i came back to the game for a second try while writing this review, played level 10 in search of a more interesting use of scaling -- and found the platforming very annoying, so intended to quit to the main menu and play a different level. i accidentally quit the entire game and in that moment did not want to sit through the animation for a third time, so i simply did not play any more levels. you may interpret and react to this report as you choose. i have obviously spent a lot of time writing this review so it is not purely a "time" thing :)

Developer

I totally agree with everything specially with the intro animation! But you can just read my answer to the other comment about that. We planned to have more particles and screen shake every time the player hit someone but we run into a huge issue with unreal engine that
basically disabled WASD movement and we had to make a whole other system last second, so we miss a lot of the " JUICE™ ". 

The LvLs where also kind of rushed and the "funny" thing is that lvl 7 was supposed to be the last lvl, but the main developer of the game didnt have time to change the order.  And i totally agree that the lvls dont really use much of the scaling feature expect for a couple of lvls, this was our first ever game jam so we where kind of bad with time management, specially with the whole wasd movement issue. Also the projectile can be helpful at higher lvl play, if you want to optimize dmg, but you dont need it at all in casual play sadly.

Btw if you want to see the whole game, i have a video of an awful speedrun i did : 

You can scheme  through the video if you want.

One last thing, the animation was made a while ago for or other games, so we thankfully didnt lose any time on that, but the developer added it last second and didnt make it skippable due to time.
Submitted(+1)

The logo at the start was a great first impression! The camera angle being rotated from the direction you move the character felt weird and that made it a little harder to control at first. Overall it was pretty creative, good job!

Developer

Thanks! But most people didnt feel too good about the opening animation being un-skippable, they arent wrong. But it feels good hearing a nice thing about the intro!

Submitted(+1)

I liked the art style and mechanics with the tradeoffs of being big vs small.  I think the controls generally worked alright for me since  up/down/left/right movement was aligned with the angle most of the platforms were at, but it was pretty difficult to aim the spell attack.

Developer

It helps lowing the sensitivity from the settings or just from your mouse! The controls are a bit weird for most people since they where re coded last second , but when you get used to them they are fine!

Submitted(+1)

I’ll be honest - the controls ruined the game. I liked the core concept, and the visuals were pretty nice too - however, the horrible controls made the game very unenjoyable (and made aiming nigh impossible - unless I was missing something major with how exactly I was meant to use the mouse to aim, as all that did was show a line out in front of the mage; nothing movable with the mouse). I was wondering if you had designed the game for controller or something (I thought maybe it wouldn’t be as horrible to control if I used analogue controls instead) - to no avail (nothing happened).

Not sure what else I’m meant to say here.

Developer (1 edit) (+1)

The controls where re coded last second because of a bug on the unreal engine. So we plan to change the controls. The aim thing is a glich where you have to apply the mouse sensitivity in the settings and we didnt have time to fix it sadly, so if you want to try it out again, go into settings, set the sensitivity pretty low and apply. But in my opinion the aiming is not that necessary for the game play. Also thx for the complement on visuals, I JamesKosmo, made the visuals and animations for this game within the time period so everything visual was rushed.
Also, yea, the game would play 100 times better with a controller but sadly we had no time :(

Submitted

well, the aiming is a bit necessary for gameplay, seeing as it’s nigh impossible to point the character in the right direction with the movement keys alone!

but still, I’ll fiddle around with the mouse sensitivity, and give it a second go.

Submitted(+1)

welp, thanks for letting me know how to actually aim, but even then, the controls still felt very, y’know, off.

(anywho, unrelated suggestion - you might want to consider making the J&I intro splash screen thing a little bit shorter, or make it skippable. did get a bit bored waiting for it to be over so I could get into the game)

Developer(+1)

I totally agree with the logo thing, it was added last second by the other person working with me and i suggested to make it skippable but there was no time. For or other game on ich we made it super short so we had no complains and we should've done the same here, even i get bored of it and i even click my mouse or press space bar thinking it will skip lol.