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A jam submission

A Wizard's CloakView game page

This is my entry for the VimJam 2 gamejam 2021
Submitted by LVWatts — 8 hours, 57 minutes before the deadline
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A Wizard's Cloak's itch.io page

Results

CriteriaRankScore*Raw Score
Graphics/Animation#1373.2313.231
Theme/Limitation#1632.9232.923
Music/Sound#1822.6922.692
Overall#1842.8152.815
Technical Implementation#1932.6152.615
Fun/Design#2192.6152.615

Ranked from 13 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

How does your game apply the limitation (and optionally, the theme)?
It has a boss at the end (I know.. VERY ORIGINAL) and its set on a floating island so you ARE on the edge...

Team Size

Solo (1)

What main engine/tool/language did you use to construct the game?
Game Maker Studio 2

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Comments

Submitted(+1)

Great game! For some reason I thought we'd have flying brooms.. whatever XD

  • Attacking feels a bit odd - I couldn't see the projectile sometimes. It was easy to hit enemies though.
  • When I initiate special attack, my current animation freezes and special attack won't happen until I release the button. Also, it felt pretty useless most of the time because I always got hit by enemies while casting it, it felt easier to kite and use the regular one
  • Really nice art!

I'd like to see more spells! This has potential for sure ;)

Developer

Thanks

I could/should make it so that as soon as you can use the attack it happens, or because your can choose exactly when, it could indicate to you somehow.

Submitted(+1)

Nice pixel art! I love the progression of it and the boss was well done. I wasn't a huge fan of my attack building up and wish I could just fire, though I'm sure that was done so it wouldn't be easy. I love the knockback when you get hit, good job!!

Developer(+1)

Thanks! :

Submitted(+1)

Nice Game! I love the animations of the wizard, truly amazing. I like how the anticipation build up for each attack took a while to avoid spamming. Great Job!

Developer

Thanks :) 

i have had alot of feedback on the topic of trying to spam the attack.

Submitted(+1)

Love the sprite art and animations. Great stuff. I think the charge attack takes too long to use; it's not very practical for enemies that are always moving around. The only time it really worked for me was when I was able to catch enemies with it as they were falling onto the stage.

Also, I think there was something wrong with the boss. I tried fighting it twice, but both times it just sat there doing noting. I don't see any other comments mentioning this so maybe I was really unlucky? 

Either way, I was really impressed by the art. Good job.

Developer

Yes i did run into that boss bug during play testing :/ I had no idea how it happened, and it only happened sometimes. 

Thanks also :)

Submitted(+1)

fun idea although i wasnt sure how to attack the enemy

Developer(+1)

You can't spam the left click button as that will reset the attack and holding the left mouse button for a prolonged period of time should start the large attack.

Submitted(+1)

oh ok that makes sense

Submitted(+1)

I have conquered the boss shade! I like how the music changes as the boss approaches, and after you are victorious, feels natural and corresponds with how I'm feeling as I play. The strong-attack animation is fun, though I found it too risky to use most times. Agreed with other commenters about latency when attacking, but you can definitely get used to it, just like the whip in Castlevania or Spelunky. Would have liked to see more - mechanics, enemies, bosses, anything of that sort.

Developer

Yay the music and it's implementation is a hit 😁!

I did have plans to make a second enemy that would ram into you. It exists to some extent in the game code, but sadly i wasn't able to implement it. :(

Thanks for feedback!

Submitted(+1)

Graphics were service-able (at least you have graphics - as apposed to my entry lol!).  Controls were fine.  The player attack lags a bit, not a bad thing, but clicking the mouse again before the attack can be released recycles the animation which made things frustrating at times. The charge attack needs a visual and/or auditory indicator for when the attack is ready to be released.

I didn't see the risk of using the charge attack on enemies to be worth it as they would release their attacks too quickly before the charge attack could fully release causing my demise - it was much easier and practical to stick with my basic attacks in many of the cases.

The game would also benefit from a UI - at least displaying my life points.

Keep at it!

Developer

There are hearts that indicate health in the top left - or what did u mean by life points? oohhhhh did you mean like a highscore sort of a system... yeah that would have been good.

Developer

Yoo you use game maker studio 2 as well

Submitted

Looks like I didn't full screen the game, so I didn't see the hearts. That's good to know.

I would also say a score system would be cool. I do use GMS2!

Developer

I "was" going to implement a timer so you could "speedrun" it, but sadly like quite alot of other things, I didn't get round to it... :(

Submitted(+1)

Nice game! I agree with what Ericbomb said. the graphics and the sounds are great and feat together good. good job!

Developer

Thanks 😜👍

(+1)

Cool animation, the firing of the magic just doesn't feel exactly right though! Feels like there is a delay on it that is too long, also wish that clicking wouldn't delay the fire even longer for no reason.


Also I ran into a bug where I got hit while in the big spell animation, and it froze the game.

Developer

Yeah i guess the normal firing spell goes on for a bit long. And i wonder how the bug happened?