A Mage's New World by SharpStudios
This is a game created for Ludum Dare 43's Compo. You move with the AD keys, flip gravity with W, unflip it with S. Do a ranged attack with left click, melee attack with right click. You can cast spells but, beware that your health will decrease with each spell you cast (sacrificing health). With Z, you draw 25 health to all the enemies in the level. With X you make a ranged attack that kills an enemy instantly, and with C you dash. If you touch the portal,you win. I didn't create a death sequence nor a Win sequence but it brings you back to level selection. I recommend playing the levels in order. I couldn't make a proper cover image because it was very late. Enjoy and please vote!
Ratings
| Given | 0🗳️ | 4🗨️ |
- The size of the camera limits the view port quite a bit. There are some ceilings that I didn't know were there, before risking my life by reversing gravity
- the gravity reversal mechanic was fun, but I wish I could reverse it in mid air to save myself from falling up to my death.
- The character glitches back and forth when moving into a wall.
- sometimes the horizontal movement is very slidey, for lack of a better word.
- It would be nice if there was visual or audio feedback when damaging an enemy
- I think maybe the mechanics and the game itself were too loosely connected with the theme.
- I liked that the projectiles are 2D physics objects and kind of bump into each other after hitting a wall.
- on level 2, it took me too long to figure out where to go. Perhaps the level design could have done a better job at pointing the player in the right direction. Zooming out the camera could have helped a little with this as well.
I hope that this feedback was useful to you. I think for an early Unity project this is actually a very impressive amount of work to have done in a single weekend! Good job, and I hope my feedback didn't come across as too harsh.
Please rate and comment on our game aswell: https://ldjam.com/events/ludum-dare/43/screw-them
- Put information about controls directly in the game. At least, as usual text near the starting point.
- Give visible feedback on the player's actions. For example, if I hit an enemy with my fireball something should happen. If I do melee attack - I expect to see some attack movements (at least pose change or some slashing effect nearby the character).
- The first level better to keep simple and easy. It's about learning game mechanics, not about challenge.
- And don't let any feedback ruin your motivation to make games! This game is a great job for your age!