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(+1)

Amazing feedback, glad you liked the game!
As for your notes:

  • An obvious solution is a pathfinder algorithm, but due to time constraints we just did a simple distance check and chase.
  • We added the damage tick in the middle of the fireball frame and the lightning when it hits the ground, so the game checks only 1 frame to do damage instead, that's why it's so easy to miss spells that you somehow see them land, and the spell hitboxes are very on the animation so maybe making those hitboxes bigger makes it feel better. The obvious fix is to check multiple frames of the animations and register the damage if the enemy is inside at least one of those frames but its also not easy to make in such a short time XD.
  • For range there isn't a good way to add it (maybe hold the spell shows it, release casts it, idk how to make that on the fly tbh) and we just decided to let the player get a feel for the range overtime.