Magic Rocks by Avon

A mad wizard is summoning evil rock elementals, you're the only wizard that can stop him! Pick up magic cards dropped by the earth elementals to help defeat him. There are a total of 8 different cards, but you can only hold 5 at a time.
Controls: Move with WASD, aim with the mouse. Left click to cast spells. Use the 1-5 number keys(above QWERTY, not the numpad) on the keyboard to use the cards you've picked up. Hold down Left Alt and use mouse wheel and move the mouse to change the camera zoom and angle.
There are 3 difficulty settings to choose from.
Recommended to play at "beautiful" or "fantastic" quality setting.
Postjam update: I've added a postjam version which is identical to the original except for allowing the player to choose between relative or non-relative movement. Relative means pressing "W" will make the character move forward relative to his own direction, by disabling it he will instead move relative to the cameras orientation.
| Windows | https://avon.itch.io/magic-rocks-ld41 |
| Original URL | https://ldjam.com/events/ludum-dare/41/magic-rocks |
Ratings
| Overall | 520th | 3.5⭐ | 20🧑⚖️ |
| Fun | 301th | 3.611⭐ | 20🧑⚖️ |
| Innovation | 696th | 3.222⭐ | 20🧑⚖️ |
| Theme | 606th | 3.583⭐ | 20🧑⚖️ |
| Graphics | 561th | 3.5⭐ | 20🧑⚖️ |
| Mood | 266th | 3.667⭐ | 20🧑⚖️ |
| Given | 23🗳️ | 21🗨️ |
@zaguer @theamazingb Thanks for playing!
I did originally use movement that was relative to world instead of the character, I'm still unsure which I prefer, they both have advantages and drawbacks. If I'd had a bit more time I'd give the player the option to choose. Visual effects for the buffs is a good idea.
1 - the pillars interrupt the vision sometimes, so they could become transparent when they are between the camera and the wizard.
2 - The aim seems to be "unbalanced", or I did not understand the mechanics to shoot with more precision, because even by clicking on the enemy the shot passes away.
3 - When the card slots are full and more cards are found, I think it would de better if i had the option to discard or swap them for the ones i already have.
I think that's it, congratulations. Great game!!!
**Good**
The update for the controls was much appreciated
First game I found sound settings, me gusta :)
The difficulties matched what they said they were. Easy was in fact easy, and hard was .. you guess it .. hard
The images in the cards were nice, I think they were too nice that they contrasted with the game too much.
**Improvements**
The particles were a good baseline, but instead of have a big bright ball when impact, have like stone particles come off would be nice
The health would be at zero when I play again after death. Just a bug. Easy fix.
I wish there was more of a reason why upgrades were given after defeating the enemies. It would be nice if the enemy had that trait, and after you defeat them, you get their armor or ability.. just a thought
Shooting and the collisions isn't bad, but it isn't amazing. I'd prefer the collisions to be bigger. I think you have mesh colliders, but this would be better if it was the width of their hands, so bullets don't go under their arms.
All around, nice submission. I hope to run in your next game in future!
One possible improvement: it would be nice to be able to cancel invisibility, given that is prevents you from attacking.
The graphics were nice and I agree with TheMonsterFromTheDeep about the music choice being very fitting! I also agree with ALKubos second point as I also had some trouble with aiming precision on the enemies.
Great submission! :grin:
I liked the boss fight at the end. Was that a mirror? So I was fighting a clone of myself or something? I think I missed the symbolism...
FYI, the boss doesn't die when he hits 0 HP. You have to knock him into negatives before he actually is defeated. Seems like you need to turn a if(hp < 0) dead; to if (hp <= 0) dead; :smile:
I put a collider, meant to be interpreted as a force field or something, in front of the boss to prevent players from being able to shoot him while outside the boss' range, as he won't aggro until you get within a certain range. There's no symbolism there, I was just reusing the player model to save time.
You were right about the boss HP, I had a memory of fixing that issue, but turns out I only fixed it for the player class, not the enemies.