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Spell Duel: Light Edition's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Concept | #62 | 3.111 | 3.111 |
Presentation | #63 | 3.000 | 3.000 |
Overall | #82 | 2.556 | 2.556 |
Enjoyment | #85 | 2.222 | 2.222 |
Use of the Limitation | #104 | 1.889 | 1.889 |
Ranked from 9 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Team members
BACON BEAST
Software used
Godot 4.1.1
Use of the limitation
The magic ball projectile(s) shot by the wizard can only “score” when it is in the light. “Scoring” in this game just means that the other player’s Damage Taken Multiplier will increase. The wizard will light up torches making it harder for the player on the lit torches’ side to defend their goal. Sometimes the safest solution is to keep away from the ball and just let it pass you without exposing it to light. Light, is the way that players can get “scored on”.
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Comments
I like the magical take on pong! Having to time your reflecting of the projectile part takes some time to get used to but I like it. One thing I'd like see changed is having a maximum of how many times the ball can reach the goal. I got to x20 damage multiplier and I see just not playing as a viable strategy to getting a draw, so there should be an instant lose if you let too many balls through. The sound feels a little bit too loud for me but overall, I like the game! Also I didn't really see or feel the effect of the light on the ball and some of the ball lost collision for some reason.
the cpu player is too good, i never manage to score against them before the browser force-refreshes the page for “using too much memory”