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Aldenwar

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A member registered Mar 25, 2020 · View creator page →

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A bit over a year ago, I had a class in my game design school about Construct 3. I had always thought myself as just a visuals focused person going into the school. But with this engine I realised I could create my own actual game without knowing coding, and the ball got rolling. And now I both have a ready game in my name, and know what I really love is game design itself and coming up with a project as a whole.

Battle Wizards is a local multiplayer platform/party fighter, for up to 4 wizards at a time. The players take the role of quirky little wizards competing with each other as they learn various chaotic and crazy spells. Summon dragons, throw fireballs and shoot obliterating magical beams at your friends. Last wizard standing wins! 

The main focus of the game are the spells. There are 24 spells with their completely unique gameplay; these are not just recolored projectiles. Spells spawn randomly around the level, and up to 4 can be held at the same time. Rush to the spells before your opponents and unleash their devastating powers, but aim carefully! Each spell comes with only a single use. 

Along the spells, I focused on trying to create a small amount of very different levels with their own game mechanics. Shrine of the winds has a windy breeze making everything float, Magic forest has portals teleporting players and projectiles alike and hot gushes of the Lava cavern are sure to roast the uncareful. You can customise the spell selection yourself to create interesting combinations of maps and spells, keeping the game fresh for a long time! There is even a challenge with a special reward awaiting those that unlock all the spells...

Hope to see you dust off your wizard robes and join the fun! 

https://aldenwar.itch.io/battlewizards

Glad to hear it =)

Some feedback from a short play session with the demo: 

  • I think the combat core system seems promising, but needs a lot of tweaking to get right. Things like the mana regen rate and rolling responsiveness especially felt a bit off to me. 
  • It very often looked like I'd hit an enemy with the whip, only to not do so. Perhaps because the enemies can move on the Y axis, but the player cannot? Maybe you should allow it to player too, could open up more gameplay possibilities of dodging attacks.
  • The indicator of transforming should only have one of the shapes filling up. As both the surrounding circle and the head were filling up, at first time I was confused and thought they were showing different information. I'd have just the circle, and then when it's ready completely light the head too, and make it glow more visibly.
  • I couldn't change any of the settings with keyboard, had to use controller to do it for some reason. Also, the color of text changing to show which option is selected is not clear enough, I'd amp this up a lot with some sort of effect or moving indicator.

Good luck with rest of the development! 

Definitely starting to feel like a complete game now!

Thanks!