Hi there, the art style for the game really nice. It suits the calm manner of the game. The game play is simplistic to learn and would be a great idea for a tablet based casual game. To improve, I would recommend using a Coroutine to act as a counting system, tracking the amount of time the player has been and using said variable to increase the spawn rate of the enemies. This would improve the challenge scaling and create more replay-ability as the challenge would create a sense of competition, along with the high-score system already included.
Now I probably can't be objective because any time I see hands floating it instantly makes me think of thing-thing and that already scores bonus points with me hahaha :D Overall very competently put together, but it did leave me wanting more, which is a really good thing, nice work!
The game is nice and relaxing and very intuitive. I really liked the game feel of killing those enemies, with the screen shake and meaty sounds. The only thing I'm really missing here is challenge. I think it's easy to just keep playing this game for an infinite amount of time, without getting a gameover.
Overall, nice little game!
With more spells this could be a hit. For example a spell that just does 1 damage to all enemies at once, regardless of weaknesses and where you aimed, would spice up the strategic spending a lot.
By the way: It works great on itch.io. Very fun, visually appealing, and easy to understand. I died at 130.
As everyone else has been saying, this is simple, elegant, fun to play. Thanks for sharing it.
Having the spell type indicators on the bottom sometimes blocks incoming enemies, so it might be nice to have those on the left or right of the screen. And as others are mentioning, scaling difficulty would be interesting. Also upgrading your spells could add an entirely new level of choice to the game.
That said, this is a solid game as it stands. If I may reiterate another comment, the fact we want more from this game speaks to how good the core is. Well done.
An increase in difficulty over time would be a well received addition to this great core concept. Toss in a leaderboard after that, and you'd have a real winner here.
@thepelranthean @xeke-death I've got a version 2.0 ready to go with a wave system implemented :D Obviously the rules mean I cant change it here, but I have a it as a seperate project here: https://rodritter.itch.io/wizards-bane-20
Some random thoughts;
- The difficulty could ramp up quicker
- The GUI elements on the bottom covers the enemies
- Great artwork
- Enemies could be themed by their element instead of carrying a symbol over their head
I am pressing the correct buttons, but the enemies don't die. Perhaps you can display the range of the spells and not make all of the enemies walk up to the wizard in one big group. If you plan on expanding the game, I would make the player protecting the castle and be able to walk around.
The concept here is cool. I imagine the complexity this would get with more mobs.
One little thing I would make is a little sound play when you change spells. I think it would be cool for the player
I like it, feels very polished and pretty fun. I saw another submission that was very similar to this one, albeit less polished than yours: https://ldjam.com/events/ludum-dare/44/sacrifies-life-to-save
Is the design based on an existing game I'm not aware of?
Nice, easy to grasp, fun to play. Simple, but feels like a complete game. I missed a bit of "strategic thinking" ("depth" as others said): as it is, the game consists of memorizing which key corresponds to which spell and then doing some hand-eye coordination to hit the monsters. Someone already suggested more spells, like one damaging all enemies on the screen; this would help on this "strategic thinking" I am asking for (though you may want to think of other ways to achieve it).
Anyway, nice job. The implementation feels solid, I didn't find any bug. Graphics and audio are nice.
Overall, nice little game!
By the way: It works great on itch.io. Very fun, visually appealing, and easy to understand. I died at 130.
Having the spell type indicators on the bottom sometimes blocks incoming enemies, so it might be nice to have those on the left or right of the screen. And as others are mentioning, scaling difficulty would be interesting. Also upgrading your spells could add an entirely new level of choice to the game.
That said, this is a solid game as it stands. If I may reiterate another comment, the fact we want more from this game speaks to how good the core is. Well done.
Some random thoughts;
- The difficulty could ramp up quicker
- The GUI elements on the bottom covers the enemies
- Great artwork
- Enemies could be themed by their element instead of carrying a symbol over their head
Great game. +1
One little thing I would make is a little sound play when you change spells. I think it would be cool for the player
Is the design based on an existing game I'm not aware of?
Anyway, nice job. The implementation feels solid, I didn't find any bug. Graphics and audio are nice.