Ming Imah Lism the Wizard ! by Gustera
Im very happy :)
I have finished my game.
-Chickens
-Dungeons
-Goblins
-Monsters
-Bosses
-Adventures!
I hope you enjoy!
Thx a lot for playing!
I have finished my game.
-Chickens
-Dungeons
-Goblins
-Monsters
-Bosses
-Adventures!
I hope you enjoy!
Thx a lot for playing!
Ratings
| Coolness | 100% | 1 |
| Overall | 3.26 | 457 |
| Audio | 3.05 | 346 |
| Fun | 3.22 | 342 |
| Graphics | 3.24 | 416 |
| Humor | 3.06 | 160 |
| Innovation | 2.64 | 908 |
| Mood | 3.00 | 455 |
| Theme | 2.48 | 1279 |
as sol says, spawn the fireball where you are, not the staff...
Great mood, though. Good stuff
Not much variation in the rooms, but the tight spaces made the fights interesting, trying to navigate around the enemies to line a shot.
Good fun, well done :)
At some point I entered the next screen and ran back from where I came almost instantly and previous screen didn't load, instead I was running outside the screen and there goblins killed me.
But that's fine, my son will probable avenge me.
Otherthan that, nice colorful game~!
The sounds were pretty good, were they original? The bats dying had the same sound (or very similar) of the squishy things in Dungeon of Dredmor.
The boss fight was pretty intense and he finally killed me, not sure if there was any indication of how much health he has?
My main grip with the game comes from aiming left & right... Because the fireball starts from the upper staff extremity, it's really hard (and sometimes impossible) to aim at monster walking toward the base of your character.
Thought the boss battle was pretty intense. Couldn't defeat him, but it was definitely the highlight of my experience.
That being said, I'm not sure how this fits in with the minimalist theme. Nevertheless, nice work!
Also firing horisontally is very hard to hit enemies.
Also, it would be neat if you could knock back enemies with your staff - not for damage but to give you time to recharge a bit. I also wish there was more health. I wasn't able to make it to the boss. :/
Love it :)
summons remind me of Age of Empires .. nice
Done rating.
Please do show some love on my game too :)
http://www.ludumdare.com/compo/ludum-dare-26/?action=rate&uid=21211
The sounds are awesome (mweooo), and I think the graphics were quite nice. The lack of checkpoints and healing are not. I really didn't want to go through the whole dungeon again after the boss killed me.
Not sure what it has to do with minimalism.
But yeah, I wish the char's action point was on his mid body, not his head.
One thing you could improve is to add a sprite for doors, it is sometimes hard to see where the exit is.
Great audio too !
lol
Btw i spend more time writing this then playing coz this 'fire from staff' thing is pissing me off.
Tip: skipping lvls is much more easier then fighting.
Thanks.
The mana-reloading-machanism is quite nice, it the idea of magic in that world scope.
Aiming is a bit difficult, as the fireballs appear on top of the character.
* It's way too easy to just skip ahead all the enemies, especially since it is so hard to hit them.
* The Fireballs shoot from too high, it's way more difficult to shoot stuff this way.
* You can cheat on mana regeneration by tapping space once in a while (I don't know if this was intended)
Other than that, I loved the concept! Simple yet requires some strategy.
Nice game though :). I also liked the recharging mechanics and didn't mind the fireball being shot from the head.
Cons: Hard to aim horizontally
That said, awesome job. I'm impressed by all you were able to achieve during the weekend! The only thing that irked me a bit was that the fireballs were thrown "off-center". That messed with my mind.
Apart from that, I like the graphics, the monsters and especially the sound effects! :D
Get killed (don't understand how, maybe not enough attentive or strange collision box :p) ... bad there were no save point (maybe later in game?).
Really fluid and solid movement. Great audio design and concept here. I liked the sprite style because it's actually more reminiscient of 1980s-era Sierra and less like Nintendo-era sprites, with the vivid colors and really sparse use of pixels.
amazing job on the artwork, it reminds me of ROTMG!
I like the fireball being at the top off the staff unlike most people.
The boss battle was really fun, it took me a while to beat it
(eventually I landed on a strategy of killing off all the minions so I could focus on the boss alone)
very interesting style
I liked the one corridor with the goblins, it looks at first that there is not enough space to even hit them, but you can hit the one on the top and go around the others. Leaving that bit of extra space made the difference between bad and good design there I feel.
The bad:
pathfinding could have used some more work
the gameplay leading up to the boss was a bit too easy, although I would equate that to the pathfinding.
if you time it just right moving back and forth between areas you can get your player out of view of the camera.
other than it having a simple game mechanic of movin' n' shootin' it didn't really fit the theme.
overall great game though, I had a lot of fun playing it!
Controls/collision need a bit of work and some more spells would be cool. The game get somewhat repetitive at some point but for a 48 hours work this is totally amazing.
The sounds are funny, not the usual bsfxr :)
Could use checkpoints for enhanced gameplay. And I'm not really sure the background music fits.