Aimless Wizard by pvp


| Link | https://1peck.itch.io/ld49-aimless-wizzard |
| Link | https://1peck.itch.io/ld49-aimless-wizzard |
| Original URL | https://ldjam.com/events/ludum-dare/49/aimless-wizard |
Ratings
| Overall | 201th | 3.63⭐ | 29🧑⚖️ |
| Fun | 104th | 3.778⭐ | 29🧑⚖️ |
| Innovation | 141th | 3.722⭐ | 29🧑⚖️ |
| Theme | 178th | 3.852⭐ | 29🧑⚖️ |
| Graphics | 212th | 3.611⭐ | 29🧑⚖️ |
| Audio | 310th | 2.981⭐ | 29🧑⚖️ |
| Humor | 85th | 3.537⭐ | 29🧑⚖️ |
| Mood | 267th | 3.222⭐ | 29🧑⚖️ |
| Given | 28🗳️ | 41🗨️ |
I wish there a bit more feedback when destroying skeletons. If there was, this could be a neat incremental game.
I liked the graphics. They were nice and readable.
Regarding the theme, I suppose you were going for unstable spellcasting?
"Regarding the theme, I suppose you were going for unstable spellcasting?"
Yup that the idea... the old wizard isn't as sharp as he used to be!
Wanted to put more feedback on skeleton kills but run out of time... maybe for a post-jam version :).
Pros:
- This is actually quite fun!
- I like that you can get yourself killed.
- Super easy controls
- Funky Wizard animation
- The old geezer is unstable indeed
Cons:
- Wish there was a bit more to it, but noone expects an aimless wizard to have more power, especially after 48hrs :tophat:
Good job!
Other than that, it's quite satisfying to fire all those fireballs at once and to kill groups of ennemies like that ahah x) The graphics are simple but works well (maybe a bit more animations would have been perfect though, but the art style is great)
Well done!
However, your game has a little default common to many games : there is no collision between monsters. As you turn around them, they all pack together in the same spot. Having lots of monsters is not much dangerous as having only a few. And when you hit the pack spot, it's an XP jackpot.
I would have implemented collision handling and lowered the monster generation rate. It would have increased the feeling of being overwhelmed by your enemies. Here, they just feel "immaterial" and not so harmful.
Some clear delimitations of the game area would have been appreciated. It's a little annoying to plan fleeing to the left and realizing you can't because you bumped into the invisible border of the world.
And maybe add more randomness to the target movement. They straightly move in the 4 directions or the diagonals. That would be funnier and "more instable" if they moved in any direction, while changing it progressively.
Anyway, I liked this moment of monster genocide and reached level 8 !
**"I would have implemented collision handling and lowered the monster generation rate. It would have increased the feeling of being overwhelmed by your enemies. Here, they just feel “immaterial” and not so harmful."**
It was like that at the beginning but I run out of time (rl happened :p) and could not add more spell/enemy type so I just took the decision to go with a basic endless wave type of game and collision needed to go (it was really annoying when the number of entity started to get high). Thank for the feedback.