Thanks Duncan! Really happy to hear you enjoyed the game and thanks for the note on the spider king projectiles!
Wizard_DevLog
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As a zelda lover, this is right up my street! Love the word puzzle, thats really fun and it looks brilliant! Excellent work!
Notes: I think having a note to say what button does an action on the bottom right of the screen would be good, I had to minimise and go back to the notes a few times. Also, RE: movement - having the player facing the direction of movement for a shooter can make life tough because its a ranged weapon and you want to back away when enemies come at you.
Love the contrast system and the planetary gravity, its a really neat way to think about the theme and shows a real level of technical skill with the engine. That said I didn't really find it that engaging to be honest - I'm not entirely sure why, perhaps its just not my type of game - in any case its pretty darn cool, I think you have nailed the brief!
Update - maybe some kind of person talking to you and you are talking back to - just to give the game some context, grounding or some other dimension beyond what is in front of you. Just a thought!
Nice job! I kinda get a vision for what this game could be with some development time and I enjoyed the gameplay - it didn't break which is cool. One note might be to drop the ball into a dish like Zelda (BOTW / TOTK) and make the switches look slightly different to the ones you stand on. All in all a fun little game so gratz!
Really excellent! Prince of Persia meets Indianna Jones! Switching effect is excellent and overall a great idea. I will say that when switching all the time it can make the normal world quite dark and hard to see things but congrats on such a solid entry! Very impressive doing this in such a short time! GG!
Cool wall running mechanic but yea found it really hard. Seems like you put in a decent effort which you can see through the UI and stuff, shame I couldn't make it to the end.
Maybe could have been in a room so you didn't die every time if you didn't make the jump or have easy and hard routes through with the goal being to make it as quick as possible with a rating, that way it appeals to different types of players. Just a thought, GG on entering!
Surprisingly hard for a simple game! Just a note, if you swap worlds when you get sent back to the past you die and it can be a little frustrating. Potentially add some of the other dimension at the start or don't allow the player to switch right away.
Also it seems to bug out when you die and you have to restart - oh and you probably shouldn't die from walking into the side of a spike, felt a bit harsh - cool concept though! GG!
So you obviously had some idea in mind with the angels and I like the wings and their shadows but I don't really understand the goal of gameplay.
Just some feedback - The walls are very high and the camera clipped through them a bit. The UI bar stopped you being able to see the character. Felt like the character couldn't do anything but run, would have been nice to do some damage! I fell through some doors a few times and just fell forever so had to restart the game. When you die it closes the game which seems a little harsh!
Congrats on entering though! GG
Yay! I completed it! Nice job, cool mechanic that really went well with the theme. I think I have a bit of an idea about how you actually did it but I'm not necessarily sure - some kind of cool material i'm sure!
Just one note is that it wasn't obvious you could run out of paint and I was a bit spammy at the start - I might put in a widget letting people know. Also I wasn't a fan of the music, i'm sure you either made it in metasounds or were going for a vibe but it wasn't for me.
I just thought it would be cool to make get people's thoughts in terms of the things they learnt about making this game that they can take to their next game jam. This is the first one I've actually managed to complete in time, and even then only just (packaging the first time takes so long omg!)
Here are my top 3 things I learnt:
1. Save time for playtesting. This was such an afterthought for me but seems so crucial now, I got two really great bits of feedback that really helped me elevate the game in the last hour, I wish I'd been able to do more.
2. Think about the story. I got a bit too focused on effects and mechanics and didn't dedicate any time to the story behind it. I think with even a little bit of story I could have made it feel much more complete.
3. Think about fundamentals like controls. I should have realised early on that the game was going to be primarily for PC and made sure I didn't exclude people from being able to play it!
Thanks and just as a final note.. to EVERYONE who made a submission, firstly congratulations, you made a game, and secondly thanks for being part of a small but important community of people who actually build stuff, rather than just complain or belittle others. It makes me very happy to be a part of that!
Like the core mechanic but feel it just lacked a little bit of direction and, as others have said, maybe a little bit easy. Certainly very chilled out and felt complete but just found myself wanting to know what the endgame was. I would maybe think like - get 10 points then you can unlock area 2 and have new skills and so on. GG on your entry, it sounds easy to do game jams but its pretty high pressure - I have much respect for everyone who has an entry!
Yea it fixed the light issue - thanks! I still had a really hard time though unfortunately - again it might just be me but if you can interact with something a widget popping up to tell you what to press would be massively useful (eg. [F]) - I think that and maybe making it slightly easier at the start would be great.
I really like the effect of seeing what is in front of you in the camera viewfinder though, very cool effect!
Yea same, it's my first game jam and I found I didn't leave enough time for testing or packaging which made it a tough way to finish. Having a 'language' to communicate with the player would be super helpful for the game, like a way to get hints or something which points them in the right direction - or even a way to understand the goal - lights or visual effects are great for this.





