Wizard's Bellow by Eigen
The King has left the castle leaving the front gate wide open. You are a wizard left in charge. Lacking physical strength you were unable to operate the gate, so your only option is to use your spells on any approaching adversary.
Your voice is a weapon as uttering a mere word will send your opponent towards the sky in bits and pieces!
Your objective is to survive 10 oncoming waves of enemy lemmings. Click on a lemming and choose the appropriate spell. Reverse and stop lemmings to create larger groups to blow to smithereens. Upgrading spells makes them restore faster and have stronger effects.
In the future I would like to add more graphical ways of dispatching the enemies. Lightning strikes, giant crushing finger from the sky, sinkholes etc.
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The post-compo version includes some gameplay tweaks including how certain lemmings respond to certain spells as well as ramping up the general difficulty.
Your voice is a weapon as uttering a mere word will send your opponent towards the sky in bits and pieces!
Your objective is to survive 10 oncoming waves of enemy lemmings. Click on a lemming and choose the appropriate spell. Reverse and stop lemmings to create larger groups to blow to smithereens. Upgrading spells makes them restore faster and have stronger effects.
In the future I would like to add more graphical ways of dispatching the enemies. Lightning strikes, giant crushing finger from the sky, sinkholes etc.
---
The post-compo version includes some gameplay tweaks including how certain lemmings respond to certain spells as well as ramping up the general difficulty.
| Web | http://eigen.pri.ee/wizardsbellow/compo |
| Post-compo version | http://eigen.pri.ee/wizardsbellow |
| Original URL | https://ludumdare.com/compo/ludum-dare-32/?action=preview&uid=26179 |
I enjoyed it at first, but it gets tedious after a few waves. I didn't really get the "mix & match" idea, except for the explosions.
Struggled to remember what each spell did (names kinda incohesive).
Upgrading spells feels awkward in a very time sensitive game, maybe a break between waves to upgrade spells would be better.
No music.
Found it awkward to keep track of spell recharging, perhaps have the gui relative to the cursor or have some text appear at the cursor when a spell has finsihed recharging.
Tried and trusted formula, garranteed to be fun.
Make wave difficulty increase faster and add some other ennemy types maybe ( maybe some ennemy immune to some type of spells?)
I played for much longer than I'd intended to. Great work!
I gave a 1 for Audio - would give a 0 if possible - as it blatantly violates compo rules. You cannot use Freesound samples in a compo, not even modified; submit to jam if you must use third-party assets.
I've thought about it, but I couldn't really find any way to significantly improve it without abandoning the core gameplay. I guess position control just isn't an interesting enough mechanic to build a game around, or at the very least it's not my kind of game. (Minor improvements would be stuff like giving bonuses for blowing up many enemies at the same time to reward good performance or placing mines and other delayed attacks to allow better planning, but that still wouldn't fix the main issues.) All I can do is try and put into words why I didn't feel the game was very fun and hope the feedback is useful to you as developer.