Wow really good game! You did an amazing job, I loved the theme, mechanics, strategy and music. Really well done. Just needs more spells and boom an even better game!! (maybe a spell that counter attacks or one that has a chance to steal dust from the opponent)
Play Apprentice
The Apprentice (TriJam#181)'s itch.io pageResults
Criteria | Rank | Score* | Raw Score |
How much do you enjoy the game overall? | #5 | 3.615 | 3.615 |
Visuals | #7 | 3.615 | 3.615 |
Gameplay | #9 | 3.231 | 3.231 |
Overall | #11 | 3.292 | 3.292 |
Audio | #12 | 2.923 | 2.923 |
How well does the game fit the themes? | #18 | 3.077 | 3.077 |
Ranked from 13 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How long was your dev time?
3 hours, with a team (not alone this time!)
Comments
I like the idea of dust steeling :-) Thanks for that feedback! It was just not enough time to complete the game - bit i took care that the code is in a state, that is extendable, because something in my mind tells me, i might pick up this one again at a later date… (and if it’s only the mechanics, embedded in a bigger story game)
Very nice game! I have to admit, I have no idea how to generate dust! I just about managed to scrap by with a win though. Loved the character art and
This was an amazing accomplishment for a game created in under three hours! I will say though, the gameplay was difficult to learn starting out.
That's a lot of work done in 3 hours. Nice idea I struggled to figure it out initially. Music probably a bit loud for me but once I turned it down could focus on what I was doing.
I like the idea of this and for 3 hours, there is a good foundation here.
I like the idea of this and for 3 hours, there is a good foundation here.
This was a really impressive submission for 3 hours. I like that the order of how you do things matters.
I do think there could be a bit more clarity. Maybe if the game is developed more you could consolidate the icons for spells and have a tooltip that states how many slots they take up this time, and on each subsequent cast. Also more variety in spells to fill up those pesky gaps.
Overall, fantastic job!
Thank you very much! I was in a total hurry to even complete 4 different skills with different targets to resolve, even a resource (dust) to be implemented that works like a modifier on those skills… the engine behind is thanks to my gml-raptor platform quite short, as the StateMachine and Animation classes do most of the work here, but anyway - it was a super-close call this time. Didn’t think i can make it.
I could imagine to continue this game, and you receive kind of loot (like new spells, different resources) when you defeat an opponent, so i could create a second “problem” for the player: Not only isn’t there enough room on the left page to inscribe, then there isn’t even enough room on the RIGHT side to show all spells you know! So in kind of a battle-preparation screen you must decive, which 4 spells you take into the battle… something like that.
Thank you again for your post!
Awesome Idea !
Managing slots in a spellbook is a really good , i had some difficulty to understand what happening , maybe having a tutorial match , that goes step by step to understand the spells and how they work .
Very nice entry .
Hi there!
Really impressive submission! That must have been a HUGE project to take on! Though I am not a fan of this genre, this one was really nice even for me not being the target audience! Really deep mechanics, lots of thinkgs to figure out and well done on the art part! It almost feels like a finished mobile game already :)
A beautiful game for being made in a few hours! I'd recomend better tutorialization, as it took me a bit to understand how to play, and faster animations, but very well done!
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