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World's Worst Wizard's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Artistic Style | #970 | 3.000 | 3.000 |
Theme | #1330 | 2.000 | 2.000 |
Cleverness | #1471 | 2.000 | 2.000 |
Playability | #1486 | 2.000 | 2.000 |
Ranked from 1 rating. Score is adjusted from raw score by the median number of ratings per game in the jam.
Judge feedback
Judge feedback is anonymous.
- The game has great music and sound design. I wasn't able to get off the platform. The player needs to be taught what to do and when. I tried to get the rainbow McGuffin, but I couldn't grab it, no matter how many dozens of times I tried. I would have loved to try the rest of the game, but you have to teach the player how to navigate the mechanics in the world you've created. There was so much potential here. You're quite talented. Keep at it!
Did you include your Game Design Document as a Google Drive link?
Yes
Seriously... did you include your Game Design Document?
Yes
Is your game set to Public so we can see it?
Yes
Tell us about your game!
Play as a wizard thrown into a perilous journey tasked to traverse through a warped world with nothing but his handy potions and his shadow! Can he become more than a terrible, no-good, failure of a wizard? Who knows!
In W.W.W you play as a wizard/alchemist who uses potions to traverse each of the 15 levels. But potions aren't enough to get by! Use your shadow as a recall back to a specific position which comes in handy!
Each block of each level can be moved and/or scaled as needed using the potions provided or even buff your own movement!
Extra Notes
I hope you enjoy my game!
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Comments
Very cool game! Loved the music and all the visual effects for everything.
I had a lot of fun picking up tricks while playing the game, especially stuff like instead of using just your shadow as a recall you can use it to propel yourself too, or like when it's better to use a potion like an elevator. I know some of them might actually be unintentional maybe? Like effectively getting an extra potion by throwing it, resetting, and then activating it, or teleporting super high up above everything, but honestly it can be sooo fun for players to feel like they're cheating the game! Maybe there's a way to incorporate some of those things if you expand on this--it's very fun! :)
When working on the game, I never thought about throwing a potion and then resetting to get the effect at the start. That is why playtesting is so important. In any case, I find this to be a pretty "feature" that some people have found. I wonder what kind of levels could revolve around it.
I like how your game is unique and fun <3 I tried to start it three times, hoping that I would succeed :D But I hopelessly fail T_T I would be happy if you had a tutorial!
Yeah, it seems many people were unsure what exactly they were supposed to accomplish. Unfortunately, a tutorial did not fit in the given time frame. Thanks for the feed back!
Interesting and unique game you have here! The mechanics where you are provided with a set of different potions with different effects is especially cool, and I could see some real potentials for a much in=depth experience. That's a very good design indeed!
I do have a bit of suggestions that may or may not improve the game, but just hear me out. To me the game seems like more of a puzzle platformer rather than a precise platformer, so I would suggest you give a full list of potions in advance, and let the player decide what's the best course of action. This should makes the game more strategic rather than hectic. I would also slow down everything a little bit, especially the duration of the potions effect. Currently everything seems too tight, and it feels like a precision exercise rather than problem solving.
I also have a game breaking glitch where the player just fly off to an out of bound position and wasn't able to be reset. Oh well.
Beside that though, I would say the game is nicely made. Good job!
This is exactly the direction I initially wanted to take, but dropped as level design became much more challenging with the time constraint. If I were to go back after the jam, this would be one of the major changes made! Thanks for playing
Great and unique game! I like how each level gives the player different potions that can be thrown while the player tries to take advantage of their effects! Additionally, the shadow effect as a recall does come in handy because it can be used to propel myself towards the objective which I thought was interesting!
Some feedback that I would give is that at the beginning of the game, it was very confusing on what to do and it took me a few minutes to complete it with the help of the shadow recall. Additionally, the staff cursor that I see felt like it added to the confusion at the start, and I think it would have been better to switch it out for a potion. Maybe the potion that you are currently holding could be the cursor instead (If this is possible).
In any case, I loved the game mechanics and I think you did a good job putting shadow and alchemy together!
Thanks for the feedback! Yeah, I definitely could have guided the player more at the start, but time constraints made that tuff. Honestly, using the current potion as the cursor is probably a smarter idea as you don't need to stare at the waist (or the top of the screen) after every potion throw.
Thanks for playing!
Haha, very fun game where the mechanics really let you play around. The shift shadow was initially just a safe backup, but you can do so much more with it, like setting it up in the air to create a large jump. I also exploited the potion a bit, as you can throw it and quickly reset to have an extra low gravity potion for example. Unique mechanics like this make for a lot of quirky interactions and I love that about them. Nicely done!!
Woah, I didn't even know you could do that. That is awesome. Glad you enjoyed the game!
You've got a pretty solid base here! I got stuck on the low gravity/teleport/low gravity level. If you keep integrating player feedback you'll have a very solid game! good job!!!
It sucks to hear people are getting stuck. Thanks for playing!
I suggest getting people who haven't played before to screen share with you while playing. It's great for understanding how players think. Don't be too discouraged, your game is one of the better ones in terms of gameplay and playability!
Really really interesting concept! It was really challenging to play
Thanks for playing!
Awesome. The premise is simple, yet the mechanics give rise to some complex gameplay. Really well done there. The gameplay loop is also complete. This game has a lot of potential.
Pros:
interesting mechanics, quick-to-grasp, decent audio
Cons:
Can't view controls without resetting to first level
Thank you for playing! Yeah, I was really worried about the control setup, but I didn't have time to finish a pause menu. Thanks again for playing!
Very sweet game, love the idea! The potion variety and how they all interact is really cool! The shade mechanic is also very neat, can be used both as a safety measure to go back to if you fall, as well as to generate momentum.
When I got to potion of creation I couldn't beat the level, at least for now, on touchpad, right clicking is a lot more difficult. I also feels unfair that the shape is random, I guess that's the perks of being an alchemist/wizard, you don't know what's gonna happen, but sometimes the platforms just weren't the right size to beat the level.
I also got some weird bug when I threw it under myself I got teleported up a lot, beyond the background tilemap, wasn't able to replicate it.
Haha never had that one in testing. Probably due to the fact that I don't have a backup in the case that the spawned block overlaps the player's collider. Thanks for playing!
Cool game! The art and music was great and the platforming was challenging.