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jere

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A member registered Mar 27, 2014 · View creator page →

Creator of

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Hippasus, right you are! I realized that Spell Wheel wasn't hard enough to hold interest for long and I considered several modifications that would extend the play time. Most of the feedback I got was that it was simply too difficult though. Very few people would say too easy. So I held off on updating it and haven't had much time lately anyway.

My ideas in case you are curious:

  • Make it harder to rotate freely, perhaps by preventing rotation to an uncharged spoke
  • Randomize starting wand and maybe do one power per spoke instead of 2
  • Reduce blocks added per floor to 2 or 1
  • Have a huge boss at the end of each run that is a crazier version of a normal enemy with a ridiculous amount of health and some special ability (e.g. Astronauts are twice as fast, Jellies produce small jellies)
  • Increase monster damage and/or HP over runs but give the player a way to match that power increase with proper play. My current idea is to have them find a rare spell that destroys their entire wand (so they start from scratch) but they get +1 damage each time they do this.

Reviewing this again, I worry that new players would think the game is even more impossible. More tutorializing might help though.

Thanks for the feedback!

Thanks for the feedback! I will try to incorporate some of that if I put out an update. As always, it's super hard to balance these things. I was actually considering making it much harder because I find it way too easy as the developer. A few tips:

  • Use your bump attack when monsters have 1 health left. Otherwise try to use spells from as far away as possible
  • Confuse/sleep might let you get free hits. Poison and fire will do damage over time, so it's best to kite monsters with it
  • You can rotate to pass a turn if you need to
  • The safest thing to do is run for the exit. Avoid picking new powers if you're in a weak position because they spawn monsters. Monsters also spawn if you stay for long enough.
  • Since the recharge icon (blue @) recharges all spokes, it's best to exhaust your spell wheel before picking them up

You can get score from candy which comes out of vending machines, but only when you're already full health.

High score was 63. Good effort on this. Keep making games!

Thanks a bunch. I think I had seen your video and article the first day you posted them, but thanks for leaving this comment too!

As always, appreciate what you do Jupiter. Thanks!

Ha, hilarious! I actually had considered that scenario and maybe if I should add a buffer around load to prevent it. But naw, this kind of stuff is too good.

Sounds like the game is too easy. Any thoughts?

No, I mean it's covering the game when not full screen. But then I have the separate  control issue when full screen.

(2 edits)

This is not a huge deal but the set of links overlaid on the game page (with the class user_tools) is slightly obscuring my actual game. The game jam link is the widest, so is the biggest offender.

To get around that, I figure users will try full screening the game but then I have a separate problem. One of my in-game controls is ESCAPE. I believe I'm already doing a stopPropagation, but nonetheless the full screen is exited. I suppose I shouldn't stop the full screen exit anyway, so wondering if the first issue can be an option to maybe move/disable the user tools?

Thanks! There's not a lot of explanation, which maybe I should add.

There are 5 floors. You can take elevators up until you win. If you want an extra challenge try to hack the green numbers for score.