Wizard Recurse by Ismael Rodriguez

10/11/20 Update -Fixed bug causing audio pop in Web version. -Updated HTML presentation for Web version. -Fixed intro animation bug. -Fixed capitalization in ending text. -Rearranged instructions in "Keep Shooting" room.
Ratings
| Overall | 10th | 4.426⭐ | 49🧑⚖️ |
| Fun | 25th | 4.234⭐ | 49🧑⚖️ |
| Innovation | 65th | 4.16⭐ | 49🧑⚖️ |
| Theme | 64th | 4.34⭐ | 49🧑⚖️ |
| Graphics | 156th | 4.309⭐ | 49🧑⚖️ |
| Audio | 35th | 4.362⭐ | 49🧑⚖️ |
| Humor | 357th | 3.395⭐ | 45🧑⚖️ |
| Mood | 66th | 4.277⭐ | 49🧑⚖️ |
| Given | 89🗳️ | 98🗨️ |
😎👍
@no-grapes-games - Thanks! I was actually aiming more for NES but didn't really commit to all the limitations lol :)
@krapht - Thanks for your feedback! You're right, I kind of ran out of time on the level design. I had more ideas for expanding on the mechanics but probably spent too much time on things that didn't really matter as much. Game Jam problems. I was a little worried about longer timers causing frustration, but the smaller ones may actually be worse lol
@vegatss - Thanks! I worked pretty hard on it! I could have managed my time/tasks better, but I'm proud of it.
@kaganobik - SPOILER ALERT LOL - Thanks for your feedback!
@archimagus - Thanks for your feedback. I worked hard on all those little things. The cutout sprite animations were a huge time-saver! I did have some other struggles with time management; I may have wasted some time on corners I could/should have cut; like that house tile set in the intro, and the coins. I should have just squeezed everything out of the hourglass mechanics.
@smoothie - Wow thanks for the feedback! I didn't think the ending was all that amazing, but I guess it works lol Glad you like it!
@tengusheath - I have a lot more ideas I did't get a chance to squeeze in. Time management LOL
@wallaby - Thanks! I'm glad you like it!
Oh well, thanks for your feedback and trying again 😁, glad you liked it 👍
I did think about ways to motivate more runs like a speed run timer. I figured one go was enough ;)
@spice-cabinet Thanks for your positive feedback! That dang arrow tricked you too?!!! Yeesh lol wish I had a chance to play test with someone besides my wife cuz she got stuck there and inspired "keep shooting", but I didn't realize that arrow would throw people off. Oh well, game jam probs lol
@awesomearcade365 Thanks for your feedback! Glad you like my game! I was inspired by Yoshi's Island's cutout sprites and animations. I've been seeing some of the Nintendo leaks where they were experimenting with it and I guess that was on my mind. It makes animation super easy since I didn't need to draw every animation frame by hand. Once the sprites were there running around it just felt right to let him throw bouncy projectiles like Yoshi's Island!
I knew that room would be a little tricky, just gotta shoot straight up into the purple corner!
· Beautiful graphics and terrific sound design.
· Amazing use of the theme with the checkpoint timer mechanic.
· Narratively round and touching (poor kido doomed himself asking for help).
If I were to give any feedback it would be to be able to direct the stars with the gamepad joystick as it's a bit clunky with the mouse but... whatever the game is so round and complete for a jam you can be very proud!
(No need for any of this crap tho. The game is great as is!)
Thank you very much.
The level design was really good at communicating the mechanics, like I didn't get that you could reset the time by shooting the hourglass again, so making the keep shooting level impossible without it was great. Otherwise I would've been stuck in the next bit.
Btw why can you hold the shoot button? There doesn't seem to be any difference between a normal shot and a charged one, but there's graphics to support it? I want a post jam version with charge shots!
Also really appreciate how the story tied itself up at the end. Very clean and great use of theme :).
@hjalte Thank you! I'm glad you like it! A lot of people got stuck in the "keep shooting" room because of the little blue arrow sending the wrong message lol, I guess they were trying to throw stars through the door.
I considered a charge shot ability, I think I just skipped it because I didn't think of a good reason to use it, and I was afraid of over complicating things. The functionality to hold down your "draw back" is there because it just felt like it should be :)
I have some ideas for a post jam version, but I think I'm going to wait until after voting is complete.
Also yep, I was trying to shoot through the door. Figured I'd hit an hourglass on the other side or something.
I think worked myself into a weird flow state where I was just like, "I gotta add this feature, and then the next feature, and then the next feature, and the next, and the next", and somewhere along the way I just stopped polishing the things I made and really getting the most out of them.
Even with all the positive feedback I know I could have done a better job with the level design, which is where I'm most disappointed.
As far as escaping the loop, that was an early question during brainstorming. I guess the theme just told me to keep him "stuck" lol
Your entry still checks all the right boxes.
-Super polished in almost all aspects
-Good level design
-Music that pulls on the heart strings
-Soft magical sound effects
-Puzzles simple enough not to be annoying
-Classic use of theme
-(Bonus)Great narrative
I played though it like 3-4 times.
Maybe it should have just said "“shoot the hourglass to reset the timer”... but I wanted to leave room for players to feel like they discovered something. Got to think of a better way to convey that mechanic or just tell players exactly how it works.
I love how charming this game is, thanks to the beautiful art, music, and story. I did not expect this kind of gut punch in the end :D
The attention to detail is also amazing. From the spinning cursor to the slight echo during the monologue. Also, those particles are gorgeous!
*"I like that it is never explicitly explained, only through level design."*
I always trying to keep dialog and explanation to a minimum. Letting players discover the game rules on their own is important to me.
EDIT: Figured it out, Not sure I like the lower rez text lol.
This hits the mark in every category. It's impressive how you managed to design a unique gameplay mechanic and turn it into a fully playable game that doesn't just feel like a simple proof of concept.
I would love to play a full version of this. great job dude
@skleembof Thanks for your feedback! Fun fact, I wasn't sure how to use the theme until bedtime Friday-night/Saturday-morning. I had the player just throwing stars around, and it just came to me that they could shoot an hourglass and get stuck in a time loop. After that it all kind of clashed together. I think I could have done much better on the level design, but I'm proud of my entry.
*"I would totally play a full game that looks and feels like this! Amazing work man!"*
*"I would love to play a full version of this"*
Wow thanks! I would love to make a full version of this :wink: I have a bunch of other ideas using these mechanics....
Maybe someday :upside_down:
i'm completely blown away by the amount of polish here. the pixel animation, the sound effects, the pretty music, everything is so well polished. congratulations on such a great entry!