Thanks for playing and for the feedback! Fall guys is indeed where the idea started. And yes the CPU's surely aren't all that intelligent, they basically just follow a navmesh and jump randomly (which mostly works out). I did adjust the smashburger scene to make the smash devices nav mesh obstacles so the CPU's are a bit smarter with that scene now (though a bit slower as well).
City Wizard Games
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Love it! The slime-sticking-to-wall mechanic worked pretty well once I got used to it a bit. Couldn't quite figure out at times if I should try to "roll" a bit on the wall or jump. I did quit at the point where I imagine most people will with the two hanging moving walls :) I couldn't figure out how to get on the bottom of one. Also there seemed to be some off-screen walls in the WebGL version at least (if you go to the far left or right on some levels it was off screen) The vibe with the music was certainly a bit kiddy but it worked. Cheers! Nice one
Love it! Grew up playing F-zero so I love the gameplay automatically. I can't say that I actually kept up with any racers or finished a race but it was still cool. The menu is also JUICY with all the text effects and such, love the menu a lot. The SFX when at max speed was a bit annoying, but the music/sfx was great otherwise. I was disappointed to be offered cars that I couldn't choose from, and also the game crashes for my when I try to race Pylons, but it was cool nonetheless. Nice work! Hope to see you continue with it!
Nice one Scrumbo! Very fun mechanic, and good variation with the bonus slime and the mutagen stage. Felt like I could probably keep playing and getting skilled at it which is nice and makes it very replayable. I'm not really sure what you were going for with the MC changing I think from like a heart to a brain or something? But it all fit the theme of the immune system well. I would like to see you experiment with adding some more juice to the lazer and bullets and enemies (like enemies tweening in, bullets having a death animation, lazer tweening in) instead of it all just appearing/disappearing, but it's a game jam after all! Nice work man
Certainly needed some instructions on game rules! I think I understood the vibe with like a Hearthstone-style battle system (attacks units and if no units attacks player). But I couldn't understand how the different suits equated to attack/defense. Seemed like a Jack attacking a six should just destroy it but it would seem to do a random amount of damage to it. Communicating those rules to the players is needed here.
But certainly a cool concept! I feel like this could be the next Balatro, if you go a deck-building approach with adding "powered up" cards to your deck and stuff like that. and nice usage of your SDK! Cheers
Very cool concept with switching from side view to top down for exploring, made the game feel very large and full of areas to explore. The controls were hard to remember, I suggest putting those on the Itch page itself. I never figured out how to cast a spell - I figured out that 'x' would tab between targets but that's it. I figured it would be 'c', 'q' or 'e' or 'f' since they are all right by WASD but none worked.
Music was really nice, felt like I could listen to it for quite awhile - bit of a runescape vibe to it. Nice work! Hope to have some time to come back and try the spells out.
Yeah we never got around to the win screen, ran out of time haha. Thank you so much for playing though!! Meatball mountain was indeed the hardest game - never found out numbers that worked to make the balance feel right. If we do the showcase I'll probably go back in and fiddle with those. Glad you found the spatula skips! Our artist enjoyed those as well.
Fun idea! At first I couldn't believe that just mashing all the buttons worked, that was a cool concept. It was the first game that I replayed after losing which is a great sign! Online leaderboard is a nice touch.
I think taking out the minigames that require mouse would probably improve the experience - having to take my hands off the keyboard felt backwards because I was trying to mash buttons. Also at a certain point it felt bad because the hacker energy was decreasing faster than I could type, but I suppose the only other way to handle that is to make it go down even faster during minigames.
Very creative take on the basic flappy bird formula, it felt very engaging having to figure out your path as well as your height as you go. The art was also solid. Nice work!
I did get killed by a random (hornet?) that flew through one of the barriers which wasn't very fun because I didn't see it coming. Also it was a bit hard to guage the height needed to enter the barriers sometimes (which would probably need an indicator if you're about to fly into it or not on the barrier), as well as the position of things like the frogs jumping (maybe just a shadow underneath them would have helped).
Movement felt great, and the juice/feedback from shooting and breaking blocks felt pretty good. SFX/music was also strong!
The scoring system was a bit opaque, I wasn't sure what I should be doing exactly - like if shooting blocks gave me points or if I should just be trying to kill bugs or shoot TNT, needed more guidance there. Also the TNT seemed to kill me despite being pretty far away from it which was a bit of a buzzkill.
Hi thanks for playing! Def not too late, but the game has evolved a LOT since this if you want to try out the new version I've only got it on Steam at the moment. If you'd like a straight up Windows build let me know and I can throw it on Google Drive. Would love for you to join the Discord too! Thanks again.
Great write-up. Interesting how far in-depth you think on this subject. It's an intimidating one for me - I'm also making a "battle-mage" game. I feel like the more I think about it, the less certain I am about balance and certain mechanics. But this post helped me organize some of those thoughts, so thank you.





