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First off I must say that I really appreciate the extensive feedback. The double picking is unintentional. We found out about it like 4 hours before the deadline. The second bug is also on my radar.

As for the UI, this was my initial idea for it.  The available spells in one list and the selected ones in the second list. For the game to work with 7 monsters we initially concluded that we'd have to design 35 spells minimum for the first level (since the pool will be 5 spells less every level) but we were sort of doomed from the start since the scope was so big. The final version of the UI 'works' but overwhelms the players at first sight. So since you brought it up, what do you think of my idea for the improved UI? Would some other aproach be better?

Thanks for playing our game! Hope you try it again when we re-release it.

(+1)

Yeah, that version of the UI would work better. Although if you intend to have that many spells it would be a bit overwhelming, especially on early levels. Perhaps if you unlock more spells as you go along?

Yes! That was precisely the plan we were going with. If we were making the game without a stringent deadline the game would have 40 base spells with 3 unlocked after each battle. Ideas for the 'spell rewards' include:

  1. Getting back a random spell from the five you used for that battle
  2. Improving the damage value of a spell from your library
  3. Giving unique spells for having killed the monster in a certain way (using curse combo to kill the hydra might give you a stronger unique curse spell)

Not sure which option would be best.