The Elemental Shapeshifter by Crazy046
Play as a shapshifting wizard in a battle arena, how many rounds can you last? Don't forget to buy upgrades at the shop!
Controls:
WASD - Move
1234 - Shape shift
Fire:
Deals AOE damage, but also hurt you!
Water:
Gush Forward in a tidal wave
Earth:
Turn to stone becoming immune to damage and heal up
Air:
Turn into a gush of wind navigating the battle field
Made with:
Godot: http://www.godotengine.org/
Pinta: http://pinta-project.com/pintaproject/pinta/
Pyxel Edit: http://pyxeledit.com/
Audacticy: http://www.audacityteam.org/
Notes:
Overall successfully completed to degree, I feel more comfortable in godot and would recommend for use, however next time I want to reduce the scope so I can have a polished game to submit.
Controls:
WASD - Move
1234 - Shape shift
Fire:
Deals AOE damage, but also hurt you!
Water:
Gush Forward in a tidal wave
Earth:
Turn to stone becoming immune to damage and heal up
Air:
Turn into a gush of wind navigating the battle field
Made with:
Godot: http://www.godotengine.org/
Pinta: http://pinta-project.com/pintaproject/pinta/
Pyxel Edit: http://pyxeledit.com/
Audacticy: http://www.audacityteam.org/
Notes:
Overall successfully completed to degree, I feel more comfortable in godot and would recommend for use, however next time I want to reduce the scope so I can have a polished game to submit.
Second - I wonder where all that filesize came from, since the game itself seems rather simple and I don't see too many assets or special graphical effects, either. O.o'
As for the game itself, there's quite a room for improvement. In the upgrade screen, I'd really like to see the exact parameters and how they'll change depending on the upgrade. So e.g. it's not just "Reduce Earth Cooldown", but rather "now the cooldown is 5 seconds, but for that upgrade point it'll reduce to 4.8", that sort of feedback. As for the gameplay itself felt rather clunky for some reason, and I kinda just wanted the levels to be over already. Also, I really don't like the tendency for levels to become longer and longer; prolonging time to survive usually just makes things tiresome rather than challenging; maybe just stick to making enemies stronger with each level instead? I liked that there were a few kinds of enemies, but it wasn't enough to keep me really entertained, sorry. ^^' Oh, also, it'd be really nice not only to have shown whether a spell is in cooldown or not, but also how much cooldown is left (e.g. by gradually filling the elemental change indicator or such).
I found the graphics to be a tad too simple for my taste, and the music seemed to go on really chaotic; like it was different tracks pasted together rather than one coherent piece. That might require some work, too. Another thing - the menus were bugged; i.e. after a game over I restarted and the buttons stayed there or something.
Overall, keep working and learning, there's some way to go. ^^'