White Wizard Tower For Sale by GJ

[raw]
made by GJ for LD25 (COMPO)
==How to play==
- The 3 spheres above the towerdoor is your spell buffer.
- Drag and release anywhere next to the tower to to cast the left most spell in the spell buffer.
- Refill the buffer with spells by gesturing over the 9 orbs floating over the tower.
- For example the gesture for the fireball spell is left-middle-bottomright-right-topright-middle.
- The size of the glow behind the 9 orbs indicate how much mana you have.
- Refresh the browser when the wizard dies.

==Story==
The white wizard finds a fine white wizard tower for sale. He buys the tower for a bargain price from a shady figure. That night after a rainy night the white wizard wakes up to noise outside of his window. The white chalk has washed off the tower revealing a black evil tower. And if that isn't enough human knights joined by bunnies, unicorns and goats prepare to siege the tower. The white wizard has no other choice than to eradicate the gathered army. You are the villain now! (So yeah, not much of this has ended up in the game :))

Ratings

Coolness 0% 1189
Overall 2.43 644
Fun 2.15 653
Graphics 2.71 464
Humor 1.08 713
Innovation 3.07 272
Mood 1.92 705
Theme 2.00 726

Feedback

angelk
17. Dec 2012 · 06:12 UTC
I think the gestures are a great idea, they remind me of magicka (though without the combination factor). The obviously difficult part is figuring out combinations for spells; 9 points with very specific combinations is much too complicated. I think we need some sort of diagram/tutorial to explain the combinations.
SirJson
17. Dec 2012 · 16:00 UTC
The gesture idea seems to be good but it needs definitely an tutorial or something like that. My Wizard died without an chance to defend him self :(
Cthu
18. Dec 2012 · 19:08 UTC
Yep, gestures are impossible to figure out on your own, but I like particle effects!
YopSolo
20. Dec 2012 · 00:50 UTC
i really like the idea :)
can you insert some image of the magic pattern instead of text based description ?
ilo
02. Jan 2013 · 02:41 UTC
The mechanic is cool, and the game has some good art. It could be improved by teaching the player through unlocking new spells, or by making spells easier to figure out intuitively (could start off with few orbs, but increase after the player survives a number of rounds).
recursive frog
02. Jan 2013 · 06:05 UTC
I see a lot of potential here, and I really hope you can flesh this idea out some more. The spell crafting reminds me of the oooooold game "Magician" in a way, and I really enjoy that you have this mechanic.

Unfortunately, with only one spell and one type of enemy it feels like unecessary work to have to keep refilling your spell slots.

Perhaps your spell slots could instead represent a bundle of effects that you want a "limitless" pool of projectiles to have, and those elements have different effectiveness against different monster types?
ArkadyDracul
02. Jan 2013 · 11:43 UTC
Nice art, but (like others) I can't figure out how to use gesture system.
Rialgar
02. Jan 2013 · 12:53 UTC
A lot has allready been said, just one additon from my side:
a kind of skill tree would be nice, like starting with a simple left->mid fireball and making it more powerfull the more orbs of the figure I actually hit