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(+2)

This was really fun to play; I'm surprised that it doesn't have a lot more ratings! A few thoughts:

  • I really liked how the game had micro-tutorials for each spell; it was really helpful and surprisingly polished for a 48-hour jam!
  • A point of confusion was having the spells change keybinds — think it would have been clearer to have the keybind for each spell be consistent, even if they weren't always available. Another very minor point of confusion is that wasn't clear to me until I accidentally did it that you could shoot through walls, which then changed my strategy on some of the levels.
  • The UI felt a little blown up, but I really liked how clear the spell countdown was.

All of that said, this was hands-down one of my favorite "you play as the bad guy" games; the spells were fun and thoughtfully-designed, and despite there being a lot of depth, it didn't feel overwhelming or unclear — something that's really hard to achieve in 48 hours. Great work, team! :)

(+1)

Thank you for the kind comment!

  • I'm glad you think so. We had tried the micro-tutorials in previous jams, and they seemed to go over well. I know I prefer that to a wall of text at the beginning.
  • We've had a number of people mention that the spell key-binds were confusing, so we'll definitely have to look into that. I was hesitant to give them individual keys during development because I didn't want some worst-case scenario where the only active keys for a level were Q and P or something crazy. Maybe if we kept it to Q, W, E and then A, S, D it would be manageable. And the shooting through walls was just a result of time constraints, haha.
  • Definitely agree on the UI. We didn't try full-screen until we were uploading to itch, and then spent the last hour or so making sure everything was at least visible on different aspect ratios. We'll have to think about UI sizing earlier next time.

Thanks again for the feedback, we really appreciate it!