Yes ofc!
Cozan
Creator of
Recent community posts
All I did is try every possible combo till i passed levels, got to level 5 and stopped because i still didn't find some rules to rely on. I understand the concept that makes it so math equations have a different interpretation that makes sense, but you need to at least give people an already solved equation that helps us understand some of the equation's levels, since you are the one making the game, of course you will know the solution and why it works, but people who play the game first time will not know exactly what's going on. good concept I loved the idea you can improve it and always have people test it and should be great <3
Thank you! well its not a fully finished game, we only worked on couple of quests/enemies and we are gonna give it a small update to make it more balanced and much harder/rewarding. But I don't think we will ever touch it after that unless we see it as something that would go much further. Glad you had so much fun playing!
Damn a hidden gem, simple and effective, I was gonna play forever but sadly the 13th wizard blasted me (I rolled too many skulls). Would love if you had screen shake when u get blasted, and when they shield the shield number shows up on top of the hp instead of disapearing.
Great Work, loved your game!
It's just a slang for taking a risk for a reward, but I know a lot of people took it literally. You can check the post they made here: https://itch.io/jam/brackeys-14/topic/5250651/clarification-about-the-theme
Amazing concept and gameplay. the idea is using your body parts and then using the enemy parts is so innovative, I would love for the aim to not be forced to the direction i'm facing and it would be spot on! maybe some polishing to the physics and spawns of enemies and stickiness to walls. well done loved it!
Could really explain better the gameplay, and add more challenges to the room as i found my self just clicking over and over to get to the next chambers, in the next iteration i just did one chamber to get more money and kept getting the cookies, and after that the loop became uninteresting. Good work regardless!
Thank you so much for the feedback!
- Sadly the second map we didn't have the time to add more quests or enemies, we even planned a 3rd one but didn't do it in time.
- We actually noticed that on the reroll button and made it unclickable in the fading phase of those upgrades, but I guess we missed the actual upgrades! We will fix these once the jam is over.
- The dash is for the day, in the night it becomes a blink. The idea was to have more mobility and and easier fights in the night so you can get to the loot and the objectives easier.
Overall I feel like if we had testers before the submission we could've detected more bugs, but sadly we are just a small team XD.
Amazing feedback, glad you liked the game!
As for your notes:
- An obvious solution is a pathfinder algorithm, but due to time constraints we just did a simple distance check and chase.
- We added the damage tick in the middle of the fireball frame and the lightning when it hits the ground, so the game checks only 1 frame to do damage instead, that's why it's so easy to miss spells that you somehow see them land, and the spell hitboxes are very on the animation so maybe making those hitboxes bigger makes it feel better. The obvious fix is to check multiple frames of the animations and register the damage if the enemy is inside at least one of those frames but its also not easy to make in such a short time XD.
- For range there isn't a good way to add it (maybe hold the spell shows it, release casts it, idk how to make that on the fly tbh) and we just decided to let the player get a feel for the range overtime.


