This was the game I had the most fun with controls, it felt quite arcadey and that's a good thing for me. I was pleasantly suprised how effective the controls were and the execution was of drawing/casting you own spell barriers. Very cool!
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Raistlin's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Enjoyment | #6 | 4.000 | 4.000 |
Concept | #7 | 3.950 | 3.950 |
Overall | #15 | 3.650 | 3.650 |
Presentation | #22 | 3.600 | 3.600 |
Use of the Limitation | #40 | 3.050 | 3.050 |
Ranked from 20 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Team members
1
Software used
phaser, vscode, gulp, piskel, ffmpeg, tiled
Use of the limitation
The test of High Sorcery for Raistlin consist in a simulation of a dungeon run. The wizard stands on a single tile and he can't move, he have to use his magic and mental powers to clear the dungeons of enemies.
Cookies eaten
Just cheesecake, with blueberry.
Comments
I find this game difficult and takes a little too long time to complete. The mechanic in this game is quite unpredictable, but I also find this addicting. Very cool game!
drawing spell barriers is a cool idea.
Check out my review of your game at https://www.twitch.tv/scalphamission
I thought it was pretty fun. It had a bit of learning curve for me, but overall I think it was very well-executed and it fit with the limitation quite well.
What is the ability to launch a fireball for? Why is the barrier not a line, but balls with a distance between. Could be interesting dynamic action with movement, some spells and challenging enemies would handle it.
At the beginning the game may be too “easy” (just one ball) so I added the ability to add another fireball (limited only by mana). So you get more chances to hit the wizards, but you have to handle more bouncing balls. The barrier is not a perfect line. It could be easy to do it, just detecting mouse-in and mouse-out. But again, the irregular shape makes it more interesting, un-precise and “realistic” imho. You can draw better lines wasting more mana too. I couldn’t (I didn’t want to) add movement, that was the whole point of the jam; unless… I added mana penalty or other drawback for moving. But then it would become closer to just another dungeon crawling game. And the idea was to clear dungeons without moving. Thank you for the thoughts!
The limitation is not applied directly with the mechanic. You can’t move or be moved because you would die, so I removed any moving controls; so I took the “you move you die” literally. Also is part of the narrative in this case. Other games were allowing limited move which is also a valid idea imho. As you progress, each dungeon will fire more fireballs at you (randomly but always from one the 4 torches toward the player). As soon as a fireball disappears another one is fired unless you can push it out through an opened door.
I think the concept is fun, the controls are a bit weird but functional enough, good game!
Intresting concept, quite fun to play. So if movement is leathal, there won't be any, logical conclusion =)
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