Crystalmancer by Crowno
In Crystalmancer you are a wizard apprentice who specializes in crystalization spells. To complete his training, he must delve into a dungeon and clear it from monsters that can only be defeated by magic. A single shot of his trusty Crystal Rod is enough to defeat any monster, but it must be used carefuly as you can get damaged by the crystal debris left behind. Might be a good idea to carry a hammer just in case your path gets blocked by the aftermatch.
Controls * Arrow Keys - Move * Z- Shoot * Shift - Change weapon * R - Restart the level * Q - Palette Swap
Source coude included on itch.io.
| HTML5 (web) | https://cronus.itch.io/crystalmancer |
| Source code | https://www.dropbox.com/s/wnfncfzl4v4mrp1/Caproj%20%26%20Capx.zip?dl=0 |
| Original URL | https://ldjam.com/events/ludum-dare/42/crystalmancer |
Ratings
| Overall | 113th | 3.797⭐ | 224🧑⚖️ |
| Fun | 171th | 3.586⭐ | 223🧑⚖️ |
| Innovation | 409th | 3.116⭐ | 221🧑⚖️ |
| Theme | 498th | 3.241⭐ | 222🧑⚖️ |
| Graphics | 16th | 4.311⭐ | 224🧑⚖️ |
| Audio | 20th | 3.927⭐ | 222🧑⚖️ |
| Humor | 284th | 2.578⭐ | 187🧑⚖️ |
| Mood | 102th | 3.548⭐ | 212🧑⚖️ |
| Given | 0🗳️ | 0🗨️ |
The game looks and sounds great - overall really good asset polish. Feels like a few things could have been tweaked for better game play, some of the collisions felt a little harsh and sometimes I felt like I didn't have time to react to enemies after entering a new room.
I thought the idea of enemies taking up space when they die was great.
I had some frustration with some collisions that made me die a few times.
Nice work !

Very nice art and tunes, as always. Controls were kinda clunky but they worked quite well with the slow and methodical gameplay anyway. At least after I got used to them. Would have preferred for the hammer to be its own key instead of needing to swap between the two weapons. It was slow enough to use already that it was punishment enough not to use it in middle of combat. The clear area of the hammer was also quit awful, it could have almost been doubled in size. And having to manually clear the room for path was just a waste of time and didn't feel too fun (would have been better with forementioned better hammer hit area). I think the crystal rod was also quite inconsistent. There should always be some crystals left behind when hitting enemy or jar for that sweet sweet multikill potential.
The enemy and their bullet hitboxes were too big. Quite often I got hit by something that I didn't think hit me and it felt very unfair. And speaking of unfair, I hate those flying ball enemies with a passion. I mean being invulnerable 90% of the time and still able to hurt the player and move faster than them was just bad. And when they weren't steamrolling over be hitting several times in a fracture of a second (invincibility frames please), they were being dicks floating around on the other side of the map wasting my time. The same somewhat applies to those spider enemies. I think they should have not been able to hurt the player mid jump.
The slight randomness on enemies did more harm than good in my opinion. It made me sometimes instantly take a bunch of damage right after they spawned. And some rooms were just huge death traps if approached from the wrong direction, like this one.

Good job, a very fun and frustrating game!
Cool entry ^^ Keep coding ^^
Nice work very impressive compo. I found your use of the theme creative as I did run out of space during some of my kiting and had to switch to the hammer to get more space which I had ran out of. I felt it was creative.
First thing's first; I really like the graphics. As someone else mentioned, they reminded me a lot of the Legend of Zelda series; especially the Link's Awakening/oracle series. I tend towards retro gaming a lot, so the gameboy-esque feel is quite nice! The music was pretty enjoyable as well.
I will say that enemies destroyed me very quickly - making the character invincible for a second or two after getting hit makes a world of difference. The game was very difficult, and I think this might have made it more bearable. It also seemed like there must be an optimal way through the dungeon - I found myself walking into enemies as soon as I went through a door very often.
All that said this was still a super fun entry to play - great accomplishment for two days! Thanks for a fun entry.
I was a little frustrated by the floating bouncing ball enemies since when I entered the room from the bottom they immediately swarmed me and I wasn't able to hit them with the rod because my shots would pass underneath them. Just a small nitpick in an excellent all around entry.
I'd echo some of the other comments about a separate key for the hammer. It would make everything just a little smoother.
Theme seems like a hard category to do well in. I don't think I've even tried any of the previous theme category winners so I don't know what their take was but I'd think going with the obvious take wouldn't score very highly. It's kinda like if the graphics category had a footnote of *"You have to vote 1 if you can't tell me what 11x12 is in under 3 seconds"*.
Also, I want to say that I am blown away by the reception my submission got so far. Reading all of your comments and feedback makes me super happy, specially knowing that many of you enjoyed the game despite of its roughness.
Taking all of that in consideration, I've uploaded a new stand-alone version on Itch with some fixes and changes (while keeping the original version intact for the sake of ratings).
Thank you for everyone who took their time to play, rate and comment. I appreciate ya! <3
Getting stuck because of your own crystals was a tad annoying, and the hammer didn't work on crystals that are super close to you. I felt that the the hammer could have used a bigger area of effect. I was hoping it'd work on the enemies as well but not being able to do so felt a bit counter-intuitive, and the swapping thing instead of just having 2 buttons made it a bit annoying - I couldn't collect hearts dropped by enemies quickly enough, before they disappeared.
Although the difficulty was high, remembering the positions of enemies after dying a lot of times helped, ahaha.
Nicely done.
Just found it a bit too difficult and could never get very far, maybe 2 different butts for each weapon instead of a switch button? Just a thought, and thanks
The biggest question is why do you require the player to switch weapons to use a hammer when literally allowing the other button to BE the hammer button is much easier? It feels like an artificial barrier to make the game more difficult than it is. It's a frustration rather than a challenge.
Also, the hammer can't damage enemies? Or at least that's how it felt? That feels counter intuitive if it's the case.
Anyway good execution, not sure about the core mechanics.
Appart from that, really good design, art, and audio, great work !
The variety of enemies was very nice, since each allowed for a different strategy. Because of that, the game was difficult but not unfair. The hitboxes were a little confusing (as was mentioned before) but overall a fantastic entry!
I did find that the player's movement would often be hindered by invisible walls, which led to a few unfair deaths.
There is a lot of work done in a little time and it's a full game, nice job.
Very good job!
Absolutely LOOOVE gameboy graphics, so look wise, it's right up my alley. Great job!
I just thought the sfx where kinda loud, I wanted to listen to the music but couldn't turn the volume up haha
The graphics and music is cool!
The only thing that feels wrong in web version is damage cooldown, it's too short. Because of this and unfair enemy positioning game feels very unpolished and raw.
I did find the hit box on the hammer frustrating though. I figured it was there to clear a path if you get blocked but since the hit box missed a little bit of the space right in front of the player it would get a little tedious to get the spacing just right to actually clear a path through the crystals. I wish I could just hold down forward and wack away to clear through it instead of having to step back a few feet to make sure I get the front part of the crystal.
Also I found it frustrating that the item icon blocked the health bar. I was pretty surprised when I died a few times because I didn't realize how low my life was.
Ultimately though, I really liked the look and feel of the game.
Really cool entry!
Still trying to beat it though, those spiders are soooo annoying.
Congrats, you've pulled out a brilliant entry! :D