The Wizard's Trip by p-r
Find the healing herb and save the wizard from his never-ending trip.
https://www.youtube.com/watch?v=9AjjelEB9RI
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SQUARES
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The center square defines the number of steps;
Top-left square defines the location;
Top-right square defines the action;
Bottom-left square and Bottom-right square are used to calculate the results for each action taken (see the actions below);
Each location has a set of associated actions, and these could be searched in the right menu;
White is a vacant square and will activate the action for that position;
Grey is a used square and will NOT activate the action for that position;
After 9 steps a demon will appear regardless of the action in that position.
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MOVEMENT
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Click with the left mouse button on the square you wish to move to:

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ITEMS
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Sword: +1 life every time there's battle damage;
Magic Staff: Spell can be traded with life (button on the side of the life label);
Horse: +1 step;
Amulet: +1 gold/spell/life for every action;
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ACTIONS
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Demon: Life = Life - | Bottom left square - Bottom right square | (+1 with Sword) (+1 with Amulet);
Treasure: Gold = Gold + | Bottom left square - Bottom right square | (+1 with Amulet);
Mushroom: Spell = Spell + | Bottom left square - Bottom right square | (+1 with Amulet);
Encampment: Life = Life + | Bottom left square - Bottom right square | (+1 with Amulet);
Some squares have a Thief and they will steal some of your items, according to the action for that position;
In case of the gold thief:
Gold thief: Gold = Gold - | Bottom left square - Bottom right square | (+1 with Amulet);
| Youtube | https://p-r.itch.io/wizardstrip |
| Youtube | https://p-r.itch.io/wizardstrip |
| Original URL | https://ldjam.com/events/ludum-dare/47/a-wizards-trip |
Ratings
| Overall | 525th | 2.974⭐ | 21🧑⚖️ |
| Fun | 454th | 2.947⭐ | 21🧑⚖️ |
| Innovation | 140th | 3.684⭐ | 21🧑⚖️ |
| Theme | 619th | 2.105⭐ | 21🧑⚖️ |
| Graphics | 598th | 2.15⭐ | 22🧑⚖️ |
| Audio | 199th | 3.368⭐ | 21🧑⚖️ |
| Humor | 298th | 2.553⭐ | 21🧑⚖️ |
| Mood | 522th | 2.579⭐ | 21🧑⚖️ |
| Given | 23🗳️ | 10🗨️ |
Basically the right part of the screen is the guide, while the left part is the map of the game. The number on the square you are right now (marked with purple) determines how many squares you can travel so you can hover every square X(purple number) tiles away from you. The diagonals above a square determine what's on that square, while the diagonals below are used in some squares (you will see them on the formulas for damage, healing, gold,
Once you get it the game is actually pretty fun, I believe just highlighting the squares you can travel to would be helpful in making the game easier to understand! while playing I was using the guide to calculate a couple steps away which was fun!
For anyone struggling I suggest this easy guide:
- find your movement range
- search for good events and avoid bad events (the horse is extremely op in my opinion)
- if you see good events chose the ones with items or the ones where the bottom two squares have the biggest difference
- if you only see bad events chose the ones with the least difference (or the gold thief, he didn't screw me over once), ideally the two numbers below should be the same. The items will mitigate some damage
- do not try to move very fast just move in the direction of your destination
Critique:
- while the music was nice I felt that it didn't really fit, too lighthearted
- gameplay was actually engaging as soon as you got over the rules hurdle
- graphics where passable, but why are all demons looking like micky mouse?
Some suggestions for improvement:
- You should highlighting the movement range. While I like to pretend that I am a computer I am not and its just annoying to slide over the fields until you reach the range or counting them yourself
- I guess you wanted to make an old school game, and that's why you chose numbers instead of tiles. Nevertheless I would recommend to switch to tiles with pictures. They contain more information and are human friendly. You can even use alpha overlays to place the events on top of the location.
- give your squares names. It is much easier to refer to the location field then to the top-right field. Tell us once where they are. After that we are more interested in the context i.e. the meaning rather then the location. (I would suggest you call them location, event and event points)
- an outcome calculator would be nice at the very least for an easy mode, again I am not a computer if I play a game casually the pc might as well tell me the outcome of my decision.
- also make it clearer that the bottom fields are subtracted from one another and then the absolute is calculated (I only learned that after a few rounds, beacuse I was assuming that one means damage and the other means defense)
Regarding your suggestions, they make every sense for this digital version, but my main intention was to create a game that could be played outside a digital medium, like D&D. You can pretty much just print the map and the rules, or play from a book. That's why I decided to keep it as analogical as possible. I'll take those into consideration for the post-compo version.
@caiclone, @fabdynamic, @don-tnowe thanks, glad you enjoyed it!
As for the rest, thanks for playing, and I understand it can take a while to get the game at first, probably I would too, and there's thousands of games to rate. This is a game that takes time, a cup of coffee, or if you prefer, a port. Play it on a cold rainy day by the fireside. Besides the manual, @voidsay made good suggestions in the comment above, they can be helpful.
Once you understand what to do, the game becomes pretty enjoyable.
The music is nice, but after a while I had to click the mute button because I couldn't concentrate on what I was doing.
I like the fact that I have to plan my moves, especially at the end of the game.
Here are my suggestions if you want to improve your game:
- as mentioned by @voidsay you **must** highlight the tiles you can move on (it's very cumbersome to hover every tiles with the mouse to find which tile you can navigate next). It's pretty easy to implement as it's only a diamond shape.
- A fog of war or a field of view (like 10-20 tiles away?) could add a bit of difficulty
- Have other objectives to complete before reaching the end
- Certain tiles could change their value after the player moves (sequentially or randomly or both, wathever) that will make a bit more tricky to plan ahead.
Anyway, very nice concept and game.
*ps*: I have to ask… The demons's design… Do you have a grudge with Disney XD ?
Thanks for your tips, the fog of war is a cool idea, but like I said to @voidsay, my main goal is to make something that can be played on paper.
As for the ps, I don't have nothing against the mouse, one of m favourite characters is Goofy and I'm an avid reader of their comics :)
Aesthetics is a little too rough imo but again, for a jam and because you got a deep game, it's ok.
Really good entry for this jam.
As for the demons, after 9 steps a demon will appear despite the rules.