This was a nice game! The controls were simple and understandable. The art was cute, but I wish there was more reason to look at it! I feel like this has a ton of potential for expansion, mixing the elements to make even better or worse spells, making the enemies more varied, but this was a good game for the time limit!
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A Wizard's Journey's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Controls | #38 | 3.250 | 3.250 |
| Fun | #38 | 3.250 | 3.250 |
| Originality | #47 | 3.500 | 3.500 |
| Accessibility | #50 | 2.900 | 2.900 |
| Theme | #54 | 3.250 | 3.250 |
| Overall | #55 | 3.164 | 3.164 |
| Audio | #61 | 3.000 | 3.000 |
| Graphics | #87 | 3.000 | 3.000 |
Ranked from 20 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Godot Version
4.1.1
Wildcards Used
N/A
Game Description
Survive as a wizard with too much talent ! Cast spells and kill monsters to survive.
How does your game tie into the theme?
The player gain magical energy every seconds and if he has too much, he dies by mana overload. He must spend mana to avoid death.
Source(s)
N/A
Discord Username(s)
N/A
Participation Level (GWJ Only)
1 it's my first GWJ
Comments
Super cool game! Took me a minute to understand how to sling spells but I eventually figured it out and the game instantly clicked. Felt satisfied using the really strong spells. I think I only really have a couple of critiques to give:
1) I didn't really spend a lot of time looking at the enemies or the characters traveling the environment. Solely just looked at the spell-creating tables since I had to prepare more powerful spells as I marched towards each enemy. Is there a purpose to look up at the specific enemy you're going to encounter? Maybe if you had more enemies per combat encounter, and the choice to apply certain spells to certain enemies, that part of the screen might get visually used more and have more of a purpose.
2) Additionally, the spells kind of appeared to do the same thing (other than the heal). Wasn't entirely sure if they were supposed to be more effective against certain enemies, or if they had any impact on gameplay (other than damage). Would've been cool to see how different spells change the gameplay. Like if a powerful fireball was cast at the highest potential, would it burn the environment and make the next combat encounter easier? Stuff like that would be cool to see if you keep working on it.
Good stuff anyway!
You are right, there is no real reason to look at the visuals apart checking the remaining health of the ennemy to save stronger spells. I just didn't think about it during development. For the spells, they are all different (decribed under the game in the rules) but I tried to make them equals so it doesn't feel really different. Adding monsters weakness could be cool ! Anyway, I don't think I will continue developping this game, but I'll keep it in minde for my next games if they are similar. Thank you for playing and for your constructive opinion !
Art is great cool concept within the theme! took a minute to understand how casting worked but was really fun once I understood the concept!
Unique, addicting, simple but well done - a true game jam game, nice work!
Nice idler with original mechanics. But a bit short and inventory is rather underloaded
Great idea! Really fun to play. Like Aerkaos said you should add an audio clue that your mana bar is almost overload. Keep it up!
Really good idea ! You should have added some visual or audio clues that your mana bar is almost overload. The balance is good but too bad the difficulty doesn't change (or i didn't see it).
I just had a little bug when i tried to make a lvl 6 spell and the icon stayed on the grid even if the spell was launched.
Great game overall, fun and easy to understand/play, good job!
Great concept! It has a satisfying game loop and a lot of replay value.





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