"Wizard Prototype" - Unfinished- by SinclairStrange
=THIS ISN'T FINISHED.=
This is my unfinished jam game, "Wizard Prototype". More on the reason why it's unfinished below. For now, here are the controls:
ARROWS = MOVE
SHIFT = JUMP
CONTROL = ATTACK
ENTER = PAUSE, SELECT SPELL SCREEN
-WHAT'S IN THE GAME-
First 4 Worlds Finished
All Level Types Completed
All Tile and Sprite Work
All Morph Spells
Enemies
3 Bosses
-WHAT'S MISSING-
Final World (Dark Castle) (Tile/Sprite Work Complete)(Gimmicks Complete)
Toy Factory's Boss (Sprite work completed. Basic AI completed)
Final Boss (Form 1 and 2) (Sprite Work Completed)
Music (1/2 Completed)
Title Screen and Cut scenes (Not started)
-Story behind unfinished release-
It pains me to upload something not finished but I really don't fancy continuing on. Today I received some awful news and I just felt I couldn't carry on with developing it. I guess with the lack of sleep, sheer emotion and current mood I just felt if I did, it wouldn't be the quality I was aiming at.
I'd say roughly 75% of the game is complete before I had to pull the plug on the project. I have no idea if I ever intend on completing it, it all depends if people want to finish playing it. You can't progress any further from World 4 as the boss door has been removed along with the warp door to World 5.
Anyway if people enjoy this game enough then I will finish it at a later date.
Really sorry to have to upload an unfinished game :(
-Joel
This is my unfinished jam game, "Wizard Prototype". More on the reason why it's unfinished below. For now, here are the controls:
ARROWS = MOVE
SHIFT = JUMP
CONTROL = ATTACK
ENTER = PAUSE, SELECT SPELL SCREEN
-WHAT'S IN THE GAME-
First 4 Worlds Finished
All Level Types Completed
All Tile and Sprite Work
All Morph Spells
Enemies
3 Bosses
-WHAT'S MISSING-
Final World (Dark Castle) (Tile/Sprite Work Complete)(Gimmicks Complete)
Toy Factory's Boss (Sprite work completed. Basic AI completed)
Final Boss (Form 1 and 2) (Sprite Work Completed)
Music (1/2 Completed)
Title Screen and Cut scenes (Not started)
-Story behind unfinished release-
It pains me to upload something not finished but I really don't fancy continuing on. Today I received some awful news and I just felt I couldn't carry on with developing it. I guess with the lack of sleep, sheer emotion and current mood I just felt if I did, it wouldn't be the quality I was aiming at.
I'd say roughly 75% of the game is complete before I had to pull the plug on the project. I have no idea if I ever intend on completing it, it all depends if people want to finish playing it. You can't progress any further from World 4 as the boss door has been removed along with the warp door to World 5.
Anyway if people enjoy this game enough then I will finish it at a later date.
Really sorry to have to upload an unfinished game :(
-Joel
| WINDOWS PROTOTYPE | https://www.dropbox.com/s/1hjixbtwc5e902f/LD35Wizard.zip?dl=1 |
| Original URL | https://ludumdare.com/compo/ludum-dare-35/?action=preview&uid=44332 |
Ratings
| Coolness | 0% | 2304 |
| Overall(Jam) | 4.06 | 33 |
| Fun(Jam) | 4.00 | 32 |
| Graphics(Jam) | 4.44 | 45 |
| Humor(Jam) | 3.39 | 160 |
| Innovation(Jam) | 3.06 | 542 |
| Mood(Jam) | 3.88 | 90 |
| Theme(Jam) | 4.00 | 91 |
The only thing in visuals that I would change is flickering sprites. At least I would lower flickering frequency to 10-30 hz, if not remove this effect completely.
The character speech felt redundant, but that's ok.
What I didn't like is that the game felt slightly repetitive and definitely less challenging than needed. I would make the gameplay more fast-paced. Maybe, Maybe make enemies die from a single shot? Or make them take large knockback on hit? Faster and more long-range weapon maybe?
Anyway, good job overall, this looks good even if it's unfinished!
I took about 40 minutes playing and enjoyed the attention to the animations, the atmosphere of the overall game and especially the shiftshape, just think it could be better input keys, to the gameplay become more fluid :)
It was a bit sad that the first/original form is entirely outclassed by the first spell (the bunny). It jumps higher and shoots further. Not sure if I'm missing something, but even the turnip seemed to have more value as a joke and hint at the boss.
I think you could've done more with up/down inputs. Not necessarily adding anything new and complicated, but for example using down for the aerial mole action and thus allowing the ground attack in the air. I can understand if that was deliberate to tie the mole controls closer to the ground, but why can't I dig down while standing in that case? I got stuck for a while on the first digging room, because digging down wasn't very intuitive. And it makes the mole rather unpleasant to play even though the attack is so powerful.
I wish you would've used some environmental effect like wind (horizontal gravity on flying characters) or introduced the bird spell after the no flying levels. Anything besides sings forbidding it, while bird enemies keep merrily flying at your face.
Also I got all spells besides the one below the turnip. Is that one implemented?
Overall sadly not the snappy kirby controls I hoped for with the visuals (no perceivable ground acceleration, no short/high jumps, no collision interactions - I love how kirby can squish bump into walls). The character switching via menu to adjust to situations was quite tedious. Don't think I'm interested in seeing it finished as it lacks flair setting it apart from kirby (maybe it's the missing music?). It didn't hook me like ourobos.
I'd say once again the scope was too large and you put way more focus on quantity over quality. Reserve a whole day for testing and polish maybe? One good world and boss can be way more satisfying than a long chain of both.
Nothing for you to test back this time :c I focused on learning mechanim and creating satisfying platformer physics. Achieved these goals, but got no actual content done.
A solid entry nontheless. Congratulations.
even though you say it's unfinnished, what is there is quality.
So well done to you ! :)
Sorry to hear life has thrown you a curveball, and you have my best wishes going forward!
One suggestion is to use another button than shift as it triggers the sticky-key popup on windows.
Other than that, awesome work! :)
The gameplay feels super solid and the enemies have interesting patterns.
Well done!
Can you add your game on indiexpo.net ? (it's free)
So we can include also your game in the video ;)
p.s. write #LDJAM in the game's description