Spellrager by Tykev

[raw]
made by Tykev for Ludum Dare 46 (JAM)

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Apple iPhone 8 Plus.png (2).png

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https://youtu.be/PFQZJOP75wQ

Spellrager is a networked First Person RPG stylized game for 2 - 8 players. The original idea was to bring feeling from old-school Hexen\Heretic games with some characters, weapons and simple bossfight. Due to pressure and time investments into feeling experience and prototyping, there's only player vs player/AI with single character and weapon for now. The game is based on Unity | Photon Quantum | Photon FPS Framework (non-public).

I plan to continue with development on this game, adding more spells, weapons, characters and some unique bossfights. I'll keep updating this post and itch.io with links to new builds.

Thanks all for testing and bringing your thoughs :-)

And don't forget to set graphics quality in in-game options before testing.

Ratings

Overall 1286th 3.477⭐ 24🧑‍⚖️
Fun 672th 3.595⭐ 23🧑‍⚖️
Innovation 2419th 2.429⭐ 23🧑‍⚖️
Theme 2535th 1.95⭐ 22🧑‍⚖️
Mood 1833th 3⭐ 21🧑‍⚖️
Given 18🗳️ 0🗨️

Feedback

Aditon
21. Apr 2020 · 03:55 UTC
I'm surprised to see a multiplayer game on here. That was fun I played with my friend. Definitely an interesting idea, a quake-like spell game. More spells and abilities would definitely be interesting to try! Thanks for posting
tiptoe
21. Apr 2020 · 10:01 UTC
FPS multiplayer game in Ludum Dare! What will be next? 2-hour long animated movie?
Anyway awesome job. Some parts of the map are really dark. Not sure if intended but it is hard to see enemy there.
MoffKalast
21. Apr 2020 · 11:33 UTC
This is quake. But seriously well done if the netcode was written during the jam.
Magali Mingo
21. Apr 2020 · 19:43 UTC
woah i like the texture management
ZEZEL
21. Apr 2020 · 19:45 UTC
Very huge work, very rare to see multiplayer games well done !
Dave GameDevelopement
21. Apr 2020 · 19:47 UTC
Awesome game!
ted
21. Apr 2020 · 20:00 UTC
Definitely has the feel of an old-school shooter, but this looks like a whole bunch of pre-made assets plus an extended run at doing a tutorial. I mean... these things aren't easy, so kudos, but this isn't even on theme.
Nerzal
21. Apr 2020 · 20:02 UTC
I gave the game a short try and here are my thoughts:

I only played it on the PC.
I was confused by the "auto fire", when aiming at an enemy. This takes away the aim skill component.
I saw some texture flickering, maybe caused by 2 intersecting objects, but only at one or 2 spots.
The sounds and music was fine.

I guess as this seems to meant for playing on mobile devices, it could be more fun on these platforms.

Oh and i haven't understand what this games has to do with "Keep it alive"
ruddgasm
21. Apr 2020 · 20:03 UTC
This game has a great foundation. Even with just 1 spell and a small map I had a good time fighting against an AI and winning. The graphics of the environment and spell effects were really nice and I liked the character model a lot. You mentioned that boss fights were on the list for the future and I think that would be really cool. Overall this was a cool game that I would be interested in seeing updated with the changes you want to make.
firellon
21. Apr 2020 · 20:03 UTC
Hey, we've played with 2 players on the phones, that's pretty nice outcome for 3 days!

P.S. Was hard to figure out how does it shoot on mobile since it's automatic
Brain in a Bowl
21. Apr 2020 · 20:06 UTC
Very atmospheric and an incredibly well designed map. Very smooth and fun.
ThorPalsson
21. Apr 2020 · 20:10 UTC
Nice got a 10 player kill streak 10/10 would ship it!
png
21. Apr 2020 · 20:20 UTC
Hey, cool game fun to play with a friend. :) It is hard to aim without a crosshair and the visual effects of the spell seem a bit to large, thus its hard to track the enemie movement during a fight. the auto-attack was kind of surprising to me.
radow
21. Apr 2020 · 20:43 UTC
Always happy to see multiplayer games in the jam :)
Luckily I had a firend along to test it. It has some fast paced (almost UT-like) qualities going for itself, but there are a few issues that came up: The huge Visual effect of the shots combined with the lack of crosshair made aiming quite hard, since the dark clothed enemie models are easy to miss when a bunch of fireballs are flying around. Similarly the super bright sun(?) looks really impressive, but also blinds you, when you look into it.

The Ideas you mentioned in your post here (coop RPG elements, bossfights, more spells) do sound intruiging, so I'll try and look out for what comes out of this down the road =)