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Amazing work! This feels like a full game! I loved the cutscenes, writing, and game mechanic. My only complaint is that the levels themselves just needed more playtesting (e.g, many levels are more or less impossible for multiple attempts only because I don't know what will be coming... a Celeste-style "viewfinder" would be an easy fix). For a game jam, that's totally expected though.

One personal preference thing: you created a very cool spellcast mechanic, but then limit it to a square grid. Given the nature of the spells, an Okami-like "draw a circle" could have been more evocative!

Huge thanks for adding the accessibility options. I would not have been able to see the ending without them :) Even with both on, the boss was hard for me!

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Thanks for the feedback! I do agree that some of the levels needed some adjustments, a couple of them are only feasible via the reset spell.

I see what you mean with the drawing limitations, we made it this way to simplify the drawing process so that it could feel good during platforming/combat. We originally wanted to use a nueral network to compare the player's drawing to a spell symbol (like the player would have to draw the symbol for fire within  a certain percent error), but obviously this has its own complexitites that even a one month Jam wouldn't allow for (unless we had more experience with machine learning algos). But yeah, the mechanic can 100% be tweaked to feel more intuitive and fun.

Thanks for playing through the game to the end! One of most fun parts about developing this game was writing the story/dialogue, so I'm glad you got to experience it all :)

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We just noticed your post on the Game Off discord regarding our game, thank you so much for that, for your kind words, and the advice as well!  Insanely nice of you  :)