Wizard Fight by LeftRight92
You are a wizard. You have a favourite colour. You don't like wizards who like other colours. Especially those wizards in the other tower. Send in your elemental minions to out manoeuvre your foe's and bring their tower to the ground!
Instructions available on the itch page.
This one was interesting to build. Might revisit and add more animations and network play in a post LD build.
Art, Animation, Programming etc by me.
Instructions available on the itch page.
This one was interesting to build. Might revisit and add more animations and network play in a post LD build.
Art, Animation, Programming etc by me.
| Web | https://leftright92.itch.io/wizard-fight |
| Original URL | https://ludumdare.com/compo/ludum-dare-35/?action=preview&uid=38834 |
Ratings
| Coolness | 100% | 1 |
| Overall(Jam) | 3.26 | 524 |
| Fun(Jam) | 2.92 | 713 |
| Graphics(Jam) | 3.70 | 341 |
| Innovation(Jam) | 3.40 | 277 |
| Mood(Jam) | 2.92 | 680 |
| Theme(Jam) | 3.16 | 674 |
It seems there is no winning condition? One side had no minions left and could not spawn new ones and the game still went on.
Win condition is listed in the Itch description. You need to reduce the enemies HP to zero by having a unit sit in their spawn point.
Keep up the good work! :D
The mechanics seem to work correctly, but I've found controlling to be somewhat unintuitive; it'd feel more natural to me if I could perform all actions with left mouse button (rather than having LMB for selection and RMB for action). It'd be nice to see which units have made their move already and which can still perform actions as well.
I wonder if this game wouldn't work better as a board game, or maybe remote multiplayer rather than hot-seat. That could open up some opportunities related to players having secrets not know to each other, so e.g. an addition of "spellcards" (i.e. special one-time effects to turn the things around) could be feasible. Another alternative to make the things less predictable and more interesting could be having a random factor (though there's a risk of making the game too luck-based). As I see it now (though without really trying it out in action), this game lacks the element of unpredictability (i.e. players can account for each other's possible moves in advance, and none other), and isn't as complex as e.g. chess to compensate for that.
Oh, also, the visuals were neat, but not mind-blowing. ^^'
It seemed pretty confusing. I wasn't sure of the state of affairs at any given moment.
The core principle of the game was very simple yet allowed for a broad range of gameplay and tactics which is really exactly what you want from this kind of game, so well done!
The art, animation and overall visual style very pleasantly complimented the game's feel (of course, the game could have easily just been represented by bland and static pieces) so good job on taking the time to do that.
I definitely feel that the game could have done with either a very gentle and calm musical soundtrack or possibly a tranquil ambient soundtrack to match the area that you are playing in (perhaps future versions could have different styles of arena to add even more spice to the game?) but that didn't detract massively from the overall gameplay, it just made the game feel a little more boring than it should be.
There were a few technical issues, one where the turn wouldn't progress automatically once I'd exhausted all of my moves and another where the turn progressed automatically before I'd had a chance to summon a new piece!
There was also an issue with the water and fire sprites whereby they would permanently leave a particle effect on the board where they had destroyed each other.
Overall though, a real testament to how (well designed) simple games can often be some of the best; well done!