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A jam submission

Dynamage DemoView game page

You're a wizard in a world with realistic fluid dynamics for air and fire! Don't get burned by your own heat!
Submitted by WizardGameDev — 4 hours, 28 minutes before the deadline
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Dynamage Demo's itch.io page

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Submitted

I finally got to play as a goblin

DD53 feedback videos:

Demo Day 53 videos of games starting with letters from A – J:

https://mega.nz/folder/DdVwTYAK#ZsxVSpsd5L2yvgaqtcvBsA

Demo Day 53 videos of games starting with letters from K – Z:

https://mega.nz/folder/zBIi2A5T#DE3_eooG3HE-K3XTmpnR0g

(1 edit)

-Physics grass is cool, but it still reminds me of pool noodles/carpet.

-The chain on the magic seems weird, it causes it to get stuck on walls and to unstuck it all you do is double tap spacebar. Guess it's a way to keep it close to the player so it can still be a danger to one self.

-I could still control my magic while in the upgrade selection. Accidently reset it ontop of me then expelled a bunch of fire lol. I think I died cause then it glitched out and wouldn't let me select an option with E.

-Second time I play I get to the first upgrade but then while paused all these gobbos spawned on the beach. Intended?


Before I could select a new upgrade this happened...



So yeah it does look like a bug then. I couldn't alt f4 so I killed it via task.

-Third try's the charm? No, I accidently reset after trying to figure out what key besides E was to select. It doesn't make sense to choose an upgrade with enter considering you only taught the player about E as an interactive key.

-Finally managed to get a couple of levels into a run. It was decent fun, but the red gobbos were very hard since they get on your tail and you're in a lose lose of maybe immolating yourself or getting pecked at. 

Developer (6 edits)

Thanks for playing, and for the feedback!

The physics grass is long due a visual upgrade :)

Yeah, the chain is experimental.  I have plans to ameliorate the wall issue.  You're right about the motivation behind it; the physicality of the chain also allows for some interesting techniques - for example, if you hold left click in the distance while out of casting mode, and then activate casting mode, the chain's quick movement while spawning will blow a powerful gust of wind in a line from yourself to your mouse cursor, which you can use to blast enemies or accelerate yourself.  I'm not sure whether I'll keep it, but if I do, it needs to be less janky.

Thanks for the bug reports.  Turns out that mass spawn bug happens if the upgrade dialogue triggers on the same frame that the enemy spawning ticks.  Just a stupid mistake on my part!

Yeah, the red gobbos are maybe too fast - you *can* outpace them by blowing yourself along on the wind, or blowing them away, but I'm aware this capability isn't really signposted, and without it they're pretty intractable.  Probably enemies should ramp up in speed more gently.  The next DD needs a better tutorial, a proper UI system, and generally better robustness.

Thanks again for the helpful comment!

Submitted

I was really surprised when I noticed dd52s arthouse techdemo had turned into vampire survivors. The foundations you are working with seem to be really coming along, fire is intuitive and cool, wind is a bit more tricky to understand. I think you can manipulate the direction of present fire with the wind. 

Upgrade system seems decent, I am going to have to give this some more time. I would like you to increase the player speed by a lot, perhaps three times what it is now and then also double the speed of the enemy gobbos. 

I will probably have more to tell you later but I have work in two hours and need to get some shit done. 

Developer (1 edit)

Yeah, I wanted to build a vertical slice of what a longer game's combat evolution might look like, as a test bench for seeing how fluid-dynamics combat would work.
Glad the technical underside seems better (although it has a long way to go!)

Yes, the wind can blow the fire; from watching people play, it seems like the perspective makes it hard to see which part of the fire is the base and which is the higher-up parts - 'grabbing' the base with the wind works better, grabbing the higher-up bits is less effective (because it's further from the ground/less hot).  I plan to have the camera change angle when you activate casting mode to help mitigate this, as well as better differentiating fire that's just high up in the air.

Yeah, the player is a bit slow.  It was too fast before the DD, and I overcorrected... 
(If you're still playing, could you please press F3 and then 'K' at some point?  I'd  be interested to see whether you've got 60FPS or not)

Thanks for playing,  and thanks for the feedback!

Streamed it a little bit, nice demo.

Developer(+1)

Thanks for playing!

Developer (4 edits)

You're a wizard, but all your magic is just messing with the world's fluid mechanics simulation, and you burn as easily as anything else!
This is a combat demo!  Try to survive and kill as many of your fellow goblins as possible.

Press 'space' to toggle casting mode.  You're able to cast magic when you see the blue magical tentacle: this is how you impose your will on the world.  Your tentacle is, unfortunately, short, and so you can't do magic too far away from yourself... 
While casting, use left click and drag to drag the wind, and right click to add fire into the world.  Creating fire is very expensive!  Get some mana regen upgrades or use the environment to your advantage.  I hear grass burns...

This is pretty early in development.  (Audio is missing in this release!) If you have any technical difficulties, or the game just doesn't run well, please let me know!