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A jam submission

Suicidal Wizard!View game page

A wizard locked in the woods tries to escape, and he must collect the flags to do so.
Submitted by Lostybtw — 17 hours, 24 minutes before the deadline
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Suicidal Wizard!'s itch.io page

Results

CriteriaRankScore*Raw Score
Audio#43.2003.200
Overall#53.2003.200
Theme#53.4003.400
Fun#53.2003.200
Art#53.2003.200
Originality#63.2003.200
Accessibility#62.8002.800
Gameplay#82.6002.600

Ranked from 5 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Judge feedback

Judge feedback is anonymous.

  • Great game! I would have liked it more if the controls were better! Still great game! I liked the title randomization and gave me a chuckle now and then. Great game!

Randomization
Game Title in Main Menu Screen

Assets
https://itch.io/queue/c/2051741/platformer-tilesets?game_id=1380926

Contributers
solo

Optional Themes
N/A

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Comments

Submitted

It's so difficult! I like it!

Developer

I appreciate you playing

Submitted

(Talked to you in discord but just posting it here too)

I'm going to start with what I like: 1. The idea. The concept of an entire level changing when the player fails is a really good way of keeping the player on their toes. Sure, if the level generation follows a few rules on how it generates, then the player can create a general plan on how to complete the level. But then, even then, they still have to think a bit. Your implementation really has a lot of ways that it can be built on, which is pretty neat. 2. The levels are not just one big sprint to the finish. You actually have to stop sometimes and think about how you are going to progress before you press the jump button. This goes back on what I said about the player making a plan a bit, but the level design is unique and different from what I'm used to playing. But, if I was to make a comparison, the level design reminds me a bit of Meatboy. A lot of platformers rely on the movement speed of the player to reach certain areas, and Meatboy is no different. But, I bet, in Meatboy, you died a lot because the level design just required some quick reactions from you. You had to play the level numerous times to understand and then clear it, and that is what I see in your game. 3. The one ability that I used was implemented pretty well. Like you have to choose when and where to use it instead of just having it toggled on all the time. It also provided some alternate paths that you can take in a level, even if those paths led to the same place. Cool feature.

The things that I did not like so much: 1. Since this is a game jam, nothing is going to be 100% perfect. The collision was not perfect in your game. I think the biggest example was when I got stuck in the middle of two platforms when I untoggled the small effect. I had to toggle the effect back on, and, when I did, my character fell really fast. Really jarring physics issue. But I bet I wouldn't have even gotten there if the physics were worked on a bit more to account for that corner case. Sometimes I think I cleared a platform but in reality I did not and I end up falling to my doom. Being hard is one thing, and lying is another. And those platform collisions lied to me a lot lol. 2. The sliding. The physics is what makes the game, and I can appreciate how you needed to use the ramp of some platforms alongside some speed in order to reach some areas. But, again, sometimes I clear a platform and land on it, but the sliding causes me to fall off. It would have been great if, when you land, any momentum is cancelled unless you are holding a specific direction. 3. The game play loop can do with a bit more work. It's okay to die in platformers, but....from what I took, a world switches from having platforms and not having platforms every time you die. If I know that I am in a version of the world without platforms and I just died from a world that did have platforms, then all I really need to do is quickly jump off a platform and get my self back into the world with platforms. The feature doesn't call for any real agency from the player, which is unfortunate considering death is what the game was built on. 4. Its a bug. There is an invisible wall right next to the flag in level 2 that you need to jump over. Something small, but still there. I guess you can say that falling physics issue that I encountered is also a bug.

What I would like to see:

1. In level 2 of your game, I was able to get to the halfway mark of your map in the platform-less version of the world. I think you should build on that. Allow the player the ability to play the game in different ways and reward them for it. Make a deathless run an achievement. Make not touching a platform an achievement. I was disappointed that I couldn't just keep my momentum going to clear the map. 

2. Add more parts of the level that makes use of the small ability. Maybe even make a level that forces the player to use the small ability more than their normal form, and make them use the normal form in a few parts. There is so much that you can do with that ability.

3. Make dying more interactive.  How it is right now doesn't require that much of an imagination. But I believe you can turn dying into a very fun feature that the platforming part of this game can benefit from. Maybe make it to where, if you die, a platform gets spawned in your place of death? Or maybe create a ghost that shows repeats how you previously died? Many many ways of doing it, but its your game and you know what will and will not work.

Overall, it was a fun thing to spend an hour on. I played it to the end and it was really cool experience. I feel like I learned a few things that I can incorporate into the design of my future games when I start developing them. Thanks for allowing me to play your game.

Developer

arigatou senpaii

Submitted(+1)

Good game,  but weird moving mechanic

Developer

Thanks For Calling it Good :D