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The Wanted Illusionist's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Theme | #41 | 4.059 | 4.059 |
| Game Design | #128 | 3.741 | 3.741 |
| Fun | #190 | 3.541 | 3.541 |
| Overall | #192 | 3.543 | 3.543 |
| Audio | #301 | 3.318 | 3.318 |
| Innovation | #362 | 3.235 | 3.235 |
| Graphics | #519 | 3.365 | 3.365 |
Ranked from 85 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does you game fit the theme?
Use the Focal Spell to reveal illusions + see invisible things placed in the castle and conquer it.
Did you write all the code and made all the assets from scratch?
Code: yes.
Assets: about half of them are made by me and my friend, the rest are from the free assets pack Generic Dungeon Pack by Estúdio Vaca Roxa. Music is NOT MINE (I forgot to add this), the song is "Signal To Noise" by Scott Buckley
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Comments
Fantastic! Cool art and it really complements with the music very well. I love the show and hide invisible platform mouse click mechanic combined with the platformer system. I can say it's a bit hard for me to play and finish it, but overall it was a great game. Well done!
Rated!, Graphics and audio wise it really fits well, the problem tho is the controls is not just tight, but I still see a really great effort in this game, really nice job!
will you help mine rate too?, I really appreciate every single one! Thanks! XD
https://itch.io/jam/brackeys-7/rate/1415313
Good visuals, great choice of music, fun gameplay, nice job!
The gimick is very well implemented and fits the theme perfectly. The gameplay is fun.
Gimmics,artstyle and level design (mostly) is amazing, i think there is something to fix in your game. Art is amazing by itself, but I think if there were some post-processing effects in your game, it would be look a much better, but unity have a lot of them, and it`s not hard to implement into your game, so try it out About gamedesign - everything concerning core mechanics is perfect (for me atleast), that walljump saved me many times from falling. But i think it would be more interesting if bullets that we destroying was not destroyed but reflected, it would give more depth to attack mechanic. And also, my favourite mechanic one is that with spritemasking, for me it was a first platformer game that uses that mechanic fits to all game and adds depth to whole game, secrets is my favourite implementation of that. Leveldesign is too good as well for me, but i wish there would be fewer turrets in the game, but maybe if bullets was reflecting as i suggested before it could be fits for it. Well, for your first game (if it is, according to your itchio account) its REALLY good for sure, i hope i helped in your further gamedevelopment! Oh, yeah, check corgi engine, this is asset for unity for platformer games
p.s sorry for mistakes, english is not my main language
ooooo the Corgi Engine looks really dope! A bit expensive for me, but that gave me the idea of creating my own controllers so I can save time later on if I ever do another platformer for a Jam. Also I would have a lot of time to prepare that.
Also, tbh I have NEVER attempted any post processing ever before, so I didn't do that xD But I'll definitely look into it!
Thanks for the feedback!
corgi engine is often on sale so you can get it for like 30$
Really solid game! I love the invisible platforming mechanic. The idle animations and the animation with the revealer felt great. The movement and jumping felt kind of floaty especially when you had one platform to jump on. I personally prefer tighter controls when I play 2d platforming games. I also think the player should automatically face the direction where the player clicks. Aside from that great game. The concept and game design is topnotch, I really like the timer that shows at the end.
Really appreciate the comment! Indeed, the 2D movement wasn't ideal and floaty. I learnt my lesson and will definitely tweak that in the post jam update! Also the player facing the clicks is a very good idea! Would have been a really nice touch if I implemented that!
Wow, I love it! The music is very emotional, and the visuals are great, amazing pixel art. The gameplay was also very solid, I had a lot of fun and before realizing I finished the game!
Very good work, congrats!
I really like the gameplay. Would really like to see the next story and fight with The Wanted Illusionist
This was a lot of fun. The having the cursor reveal the truth was a great idea and turning off the spell when you attack added an extra level of challenge in rooms with a lot of enemies. I never fully got used to aiming with the mouse towards where I wanted to attack, and I think it would've helped to have a fixed view of each room so that the reveal area didn't shift as you were moving, but overall, this is really good!
loved the art and music!
The idea is pretty nice, at first i tought it looks a bit empty (because of the background in the tutorial). But that changed once you got into the game, it looks really good!
I dont have any real critique, which isnt already mentioned in other comments.
This is a super good submission, congratz!
Really cool concept, not the first time I test something like that but it's a really interesting take of pc platformer with a mouse. I'm just a bit saddened to not be able to use both tool together as it could have lead to more nervous-gameplay. But overall it was fun and the level design is well tought!
Really nice! Good balance of tools and difficulty. One of the bitter uses of the mouse I've seen.
Thanks a lot for playing, glad you enjoyed it!
Well done guys, I had fun!
An interesting take on the revealing the true reality with the cursos while also having to switch tofighting from time to time!
I just felt the health system was kind of pointless at times, i think its better to have same or less hearts and refill them each safe point, because otherwise if the player messes up a lot he can just kill himself to refill them rather than risking the progress loss anyway
Very cute little character too! I love anime so i might just be biased tho haha
Also one can never be too careful when it comes to rick rolls
Thanks for playing! The health system was designed as if it's a scoring system. At the end of each run, you'll see your scores, and the Death count is for comparing with your friends (for example, a competition of doing the fastest run deathless). As for the progress loss, I made the rooms quite small so players wouldn't lose that much progress even if they die at the end of the room. I haven't seen anyone suiciding that much to reset their health - definitely will keep this in mind if I intend to keep the health system at all. Might change the system if I were to make larger levels.
The big room with a magic green circle in the middle is different though - it was meant to be a challenge where you would be set back a bit - if not entirely to the bottom of the room - whenever you fall.
Also get rolled xD
Much love <3
Well done! The 2 mechanics of right and left click are awsome! Nice ideal and well implememted!
I've played a lot of "hidden-reality" esque games and I'd say your cursor-based approach was the best design by far. Loved the art too, everything was great except for the tiles in the tutorial but ye.
The jumping does not feel great in this game. By that, I mean that it feels very slow and airy. I tend to enjoy platformers that have jumping which feel more dynamic.
Nonetheless, great game!
Thanks for the feedback! It seems like there's quite a few people who think that the movement is weird. This is to be expected tbh, since it was tweaked according to how I liked it. Initially I planned to make a game where you would want to stay in the air for a really long time to get past the level - sometimes even literally floating upwards by repeatedly resetting your extra jump. But then I scrapped the idea xD This is the main reason why it feels so floaty for a traditional platforming game. But from this game jam, I now know that I should really pay attention to the way my mechanics work and how well they suite the game genre and level design.
Good platformer, you can see there was effort put into it. The reveal feature is implemented really well but, as was pointed out, this just feel like what Brackeys did for a previous game jam.
I have mixed feelings about the attack system. I feel like you should just be able to attack in the way you are facing. I struggled keeping the mouse forward as I was moving so I attack in front instead of back. I haven't reached far enough to see if hitting backwards while moving forward is useful.
Made it to the first large room with single tile landings, missed the jump twice, had to start over the whole jumping sequence and gave up. It's really hard with a keyboard.
Nice game dude, when i played it ive got a flashback of a game brackeys made but i cant remember it, and the jump was not good, i think you've used the gravity method when creating the "when you hold the jump button youll jump higher". i prefer using the method that jonas tyroller have made a video about it. and its on the 4:03 of the video. thats a link for it:
Thanks for the feedback! It seems like there's quite a few people who think that the movement is weird. This is to be expected tbh, since it was tweaked according to how I liked it. Initially I planned to make a game where you would want to stay in the air for a really long time to get past the level - sometimes even literally floating upwards by repeatedly resetting your extra jump. But then I scrapped the idea xD This is the main reason why it feels so floaty for a traditional platforming game. But from this game jam, I now know that I should really pay attention to the way my mechanics work and how well they suite the game genre and level design.
P/S: I kinda copied this for another comment ehe
Hi!
I had fun playing your game :) I like the idea with the spell, it really fits the theme.
I love this game! The reveal mechanic is a great and the game is well balanced so it is not too easy and not too hard. I had so much fun playing it, one of my favorite games from this jam.