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A jam submission

Arcane HavocView game page

After being kicked out of the kingdom, a sorcerer vows to take revenge.
Submitted by saddest_potatoes — 1 hour, 2 seconds before the deadline
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Arcane Havoc's itch.io page

Results

CriteriaRankScore*Raw Score
Graphics#383.6253.625
Audio#433.3753.375
Overall#543.1883.188
Fun#623.0003.000
Gameplay/Design#752.7502.750

Ranked from 8 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

What would you like feedback on?
overall gameplay

What did you update?
Added more levels, and enemy types, fixed some bugs, and added some UI improvements

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Comments

Submitted(+2)

It may just be that Pikmin 4 just released, but I could totally see you selecting a couple of units to spawn, and then a separate button to “send” them all at once. Likely with a limit so you can’t just brute force your way through. As is, it feels difficult to coordinate an attack.

As for the interface, it was a bit hard to parse at first. A nice touch that I liked was that you could see the exact effect of a unit on your resources as you hovered over them. The confusing bit there was the spell to “burn” towers, since I thought it was a unit. Maybe having the word “spells” next to it would suffice? Or split it into a different bar?

On the aesthetics side, the visuals and sounds really work well together, and the font feels “old timey” but also pixelated to not stand out. Good job!

Developer(+1)

I actually thought about something similar, where you spawn units first and then send them together but that would defeat the purpose of the cooldowns😂

but maybe it feels better to strategize that way,

I may do a build with this and see if people like playing this way more.

Also, you're right about the spells/units

Thank you so much for feedback!

Submitted(+1)

I died. Thank You.

Submitted(+2)

I have a few critiques. For gameplay, at the moment it is kind of difficult to coordinate your troops. For instance, the most common strategy here would be to send in the big guy to take the damage from the towers and then let the little guys sneak past, but because they always walk at a fixed rate from the moment you spawn them its hard to get them to sync up.
For design I think the game needs more context, I still don't really know what the fire button did besides burn 5 of my souls.
As for something good though, the art was the best part of the game in my opinion, and I can tell that the artist put in some decent time on making it all look nice. Also, I do like the amount of levels you have and how they are structured in the level select screen it looks really good

Developer

Thank you so much,

The fire lets you burn a tower for 5 seconds "freezing" it
once you select it and hover over a tower a button should appear. I should have made the button appear without hovering as soon as you paid for it tbh.

Submitted(+1)

I sadly had a visual bug that made all text disappear, so the number stats didn't show up and I just could play only by luck, but still it's a great game, I had a lot of fun!

Developer

Tmpro seems to glitch out whenever you go full screen for some reason I haven't found a way to fix that just yet,

But thank you for the feedback!

Submitted(+1)

Great game! I had a lot of fun playing it and I really like the music, although I am confused about what the icon on the right end of the list of things you can summon does. My only complaints are that you can do most of the stages with just one demon and there is a big difficulty curve at the end.

thank you so much! <3

Developer

The demon is a bit OP tbh😂
its a spell, you can disable towers for a set amount of time you click on it and then you select a tower.

I'll make sure a pointer is active after selecting it so that its a bit more obvious.


I also had a plan to do some tutorial levels but never got to it 😂

I'll try to do some rebalancing of levels some time in the future.


Thank you for your feedback :)

Submitted

I think something that's misleading is that you can pretty much pick any stage you want from the start. The problem is you can only beat later stages with resources you earned from earlier stages, so it seems like they should be played in a linear order anyway. You could either have them unlock in a linear order or just cut out the map screen altogether.

Or maybe it would also work to just give players a set amount of resources at the start of each stage. On my last attempt I lost on the final stage, and I just don't feel interested in replaying all the previous stages again for another try. If I didn't need to start from the beginning, or if there was at least more leniency, it would be less frustrating.

Everything else is a matter of rebalancing and polishing what's there, so I'd say expand on this further.

Developer

Yes, the game is intended to be gone linearly 

But I wanted to leave the possibility to see all levels in case you get stuck on one level I wanted you to still be able to see the others.

Maybe I should make it so that if you lose you keep most of your souls/bones so you don't have to repeat all of the levels.

During playtesting, we just farmed up on the first level since it has no towers.


Thank you for your feedback :)

Submitted

Nice idea for a game! It's a good start but needs a bit more polish. The map dragging didn't always seem to work very easily. Also the start menu button labels weren't there and there were no numbers where it seemed like there should have been. Keep working on it well done :)

Developer(+1)

for some reason going full screen just disables all text. Text also seems to be acting weird on mobile builds.

Not sure if this is something I do or just unity being unity 😂


But thank youu!

Submitted(+1)

Ah ok that's strange I hope you figure it out! :)