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A jam submission

Wizard SurvivalView game page

Survive waves of zombies as powerful wizards
Submitted by nathan399 — 1 day, 7 minutes before the deadline
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Wizard Survival's itch.io page

Results

CriteriaRankScore*Raw Score
Technical#5n/an/a
UI/UX#113.5003.500
Features#163.3333.333
Overall#183.3333.333
Gameplay#203.3333.333
Creativity#263.1673.167

Ranked from 6 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Judge feedback

Judge feedback is anonymous and shown in a random order.

  • The game has great UI and is easy to use, but the actual gameplay feels a little lacking. It is nice to see the grid where a player can move, but it is really difficult to tell where a player can attack and what characters will take damage from the attack. It has a lot of cool combinations from the spells and I think it would have been neat to let players organically find them through gameplay then just explaining them in the tutorial.
  • Thank you for the tutorial. :) It is something amiss in lots of other projects i have seen. Great gameplay, good ideas and an approach with a very important wisdom of KISS. (https://en.wikipedia.org/wiki/KISS_principle) Keep it up!!
  • I see the influences you mentioned in your supporting document very clearly but it would have been good to see a twist on these mechanics rather than just a replication of them. Good job on the tutorial. Building it into the game was a good choice and I felt able to play the game after reading it. I also appreciated that it didn't stop me from playing the game while it was open and that I could close it early if I wanted. I didn't mention that if you use a fire spell on a wet enemy, it dries them out. This makes sense but it wasn't an established rule of play. I found that trying to select other wizards while they're surrounded by zombies sometimes led to clicking on the zombie instead which causes the wizard to walk towards the zombie. It might be helpful to shift the controls around so that left click always selects while right click always does an action and to include a visual indication for the currently selected wizard or zombie. Right clicking on an empty square would move, right clicking on a wizard or zombie would cast the selected spell. It's also difficult to tell which spell is selected at a glance. By default, if you haven't yet selected a spell, right clicking casts the second spell. Having some visual indication of which spell is selected would help. The player should know exactly what each of their inputs is going to do at all times. I was surprised that the "Main Menu" button quit my current match. I thought it would pause the game and that I'd be able to return to my match with a "Continue" button. It may be worth relabelling that button to "Quit to Main Menu" or similar. I liked the spell synergies but would have liked a bigger damage increase for using them; the zombies were very hard to kill. There wasn't a huge amount of strategy to the game as the zombies moved at the same speed to you and there was no way to out manuver them. It might be worth building some maze-like sections of the level that zombies have difficulty moving through which players can use to their advantage. As it stands, if multiple zombies get too close to a wizard, there's very little you can do.
  • This was a great game, well done! I just wanted to give some general feedback: 1. From the document, it was good to see that you took the time to receive User Feedback about movement, and spent time doing balancing. Be careful if you're the only one to do balancing though, this should be a big part of receiving User Feedback - how abilities feel and how difficult the game is. 2. In your game, the Menu screen is the 1st thing that people see, so the look and feel of it will set the tone of your game (you only make a first impression once). The characters at the bottom were a nice touch, but it would have been nice for an Options screen (Volume) and to change the play button from "GENERATE WORLD". 3. Maybe add a distance or line of sight condition to your spells so that they can't be cast from anywhere and hit anything in the game. 4. Try having multiple difficulty options than just 1. This will also make your balancing easier (in some ways), as you don't need to make a mode that is easy enough for some people, and super challenging for other people (where they might get bored of the early parts of the game). 5. Think about different enemy types that you could have - rock monster who is immune to lightning, fire demon who can only be put out with water, etc. I like the different abilities and combos you have, think about taking them further and applying them to the enemies. As I said, this is a great achievement and something you should be proud of making!
  • The game is pretty classic but does not provide enough feedback to properly understand the action that your are making. It is therefore not easy to make decisions in the game as it is not obvious to determine range and if an attack is possible. I wish there would be more feedback to enjoy the experience fully.

Challenge Tier

Search For A Star

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Comments

Submitted

Very good game