Fairly Wizardly by Plasmonic
Henry the wizard is fairly wizardly, but he's running out of power. Help him through the fairly old forest to the fairly magical rune to recharge his cells. Watch out for the pondmen!

Controls: left, right - arrows/A, D left shift - fireball left control - cower space - jump
Please let us know about any major bugs! Play in your browser with WebGL, or Mac and windows downloads available.
Music by @OlafStromberg: https://www.youtube.com/watch?v=uwt9dCCVaMA
Ratings
| Overall | 800th | 2.654⭐ | 28🧑⚖️ |
| Fun | 789th | 2.423⭐ | 28🧑⚖️ |
| Innovation | 828th | 2.115⭐ | 28🧑⚖️ |
| Theme | 849th | 1.833⭐ | 26🧑⚖️ |
| Graphics | 545th | 3.192⭐ | 28🧑⚖️ |
| Audio | 398th | 3⭐ | 26🧑⚖️ |
| Humor | 262th | 2.8⭐ | 27🧑⚖️ |
| Mood | 608th | 2.846⭐ | 28🧑⚖️ |
| Given | 41🗳️ | 5🗨️ |
My primary complaint would be inconsistent platforming rules. Certain object could be jumped on in some areas, but not others. The tree you have to climb is solid at the bottom but not near the top. This kind of information needs to be communicated better graphically.
If anyone needs help with the toadstools, just keep bouncing on the right toadstools and don't move left or right.
The graphics are beautiful.
The music is fitting and very atmospheric.
It's *very* good that you have checkpoints.
The gameplay needs a lot of work:
- I had a hard time controlling how far I could jump. It was frustrating when I had to try to control my jump distance to clear gaps of varying sizes ( like at the bottom of the cave).
- It wasn't clear what surfaces I could jump on (at one point I had to jump onto the middle of a "No entry" sign)
- When I was going down in a level (like after the tree at the beginning) I couldn't see what was below me. I couldn't see if there was ground. I couldn't see enemies. It resulted in a couple of deaths that I did not think were preventable.
- When I got to the mushrooms I couldn't figure out how to jump higher. At times I thought holding space helped. Other times nothing I did helped me jump higher. The one time I finally did get up to the top, I got immediately killed by an enemy and had to start again from the bottom.
It is a very pretty game though, and with some work it could be a great fun product. If you intend to continue working on it, I wish you the best of luck! Don't give up. :-)
On the other side, sometimes you couldn't easily figure out where you should jump next, the movement is a bit too fast, so precise jumping on small rocks will give you a hard time. Oh, and I found a bug. At the mushrooms part, if you go to the right side of the bottom mushroom, and keep pressing 'D', and spam jump when you land, you'll get higher and higher. And if you keep it like this, you can jump up to a later part of the level (so you can skip goint left, and jumping through the leaves part), since the platforms are one sided (you can jump up to a platform from under it)
I played through the game and was quite impressed. The game has a lot of content for such a short time period - doing that much level design in 72 hours cannot be easy. Platforming was difficult but overall doable. The bounce mushrooms and tree climbing were both cool mechanics that are not common in Ludum Dare platformers. Good thematically appropriate music.
Stuff to improve:
- Main menu should have some sort of audio feedback when you hover over a button, it feels wrong without it.
- More types of enemies
- Tree and leaves jump was frustrating mainly due to platforming awkwardness like not being able to tell where the platforms start and end.
- It would be good to connect to the theme more throughout the game.
Overall, good work! BTW the enemy artwork and animations were cool.
a fantasy wizard platformer that you have going here, and I would love to see it built upon (perhaps in a full game). :)
I had trouble telling where the hitboxes were to land on. The way the camera pans slowly was inconvenient after deaths or while moving quickly. I gave up pretty early, after landing on an enemy that I couldn't see after the big tree that I couldn't climb effectively without knowing which branches were solid.
I think you'd be better served with a camera that's static, or if you want a dynamic one at least make it move forwards in the direction of the characters velocity instead of lagging behind. Having to cross your fingers that the area you're landing in won't be spikes or an enemy isn't very fun, especially not when it turns out that the area is just that.
Nice concept though, the mood and feel of the game was nice. With some polish, I think it'd be a neat little game for sure.
Secret #2, infinite zoom out to see the whole world.
Secret #3, conquer mushrooms by standing still on top and waiting to bounce-clip through the roof.
You are now an arch-wizard master and slayer of sticky keys prompts, tag ur top five wizard-chums or be cursed 2 respawn at the start of the jumping puzzle bit. Get one wizard chum clapback and ur a :snowboarder:, 3 back and ur a primo wizard, 5 back and ur'll be sued by jk rowling 4 too much dank wizardry!!
Good job overall !