Magnibus by Ethan Allwood

Small Man, Big Fists
You play as Magnibus (name came from latin phrase magnas manibus meaning big hands), a fighter with huge hands. Your goal is to make your way through the areas while punching, throwing, smashing, and completely destroying all the robots trying to kill you. In each area you progress, you must sacrifice one health point allowing for fewer mistakes in further areas.

While entered in the jam, this game was made under full compo restrictions except for time, as I slept in Sunday and could not have complete entry for the compo deadline. I guess you could say I had to sacrifice my compo goals to put out a finished game ;)
Warning! Difficult Game
This game is intended to be very challenging, especially towards the end. There are quite a few mechanics to learn to reach full potential. However, you should be able to figure things out good enough within the 5-10 minutes you will likely be playing.
Have fun!
| Windows | https://allwoodgamedev.itch.io/magnibus |
| Original URL | https://ldjam.com/events/ludum-dare/43/magnibus |
Ratings
| Given | 0🗳️ | 0🗨️ |
Funny litle game, a bit hard but the mecanic with the E and the TP give to the game something punchy and interesting
Come see our game if you have time ;)
very deep gameplay once you get the hang of it :)
The graphics are simple and lovely. The camera moves very smoothly and I really like how it behaves when you attack. I also really like how you can set off a chain of events by hitting objects into other ones to kill them. Defeating enemies feels great. The controls feel a little awkward at first but it only takes a couple minutes to adjust, and from there it's smooth sailing. Grabbing -> marking -> throwing -> teleporting is a really neat combination that I think can be explored deeper.
Some feedback:
- Sometimes it's possible to get stuck in a corner with an enemy that will continuously walk into you and kill you. It's possible to right click out but the timing has to be perfect. Maybe add a couple frames of invulnerability after you take damage to prevent this?
- Sometimes it feels like my attacks should be connecting even though they are not. Could be that the hurtbox is just slightly short of where it seems like I should be connecting. Or maybe have the hurtbox last for a couple frames longer?
- I think I would have liked it if you could still move while grabbing an object to throw it. It could behave the same way as charging a punch (time slowed down).
- The theme (sacrifice) doesn't seem to have much to do with actual gameplay, and instead gives the game more of an artificial difficulty.
Overall a really enjoyable and fun game with some solid mechanics in place that feel like they could be built upon to make something great!
The sacrificial aspect was neat, very similar to the DEMONTOWER mini-game in Night in the Woods.
A couple of aspects that weren't working for me:
- I liked the inclusion of music & soundfx, but the music loop got a little grating after a while.
- I wouldn't have minded a conclusion of some kind after the final level, however what you did definitely fit the mood of the game.
- Found myself getting stuck in the ground a few times, and I couldn't move again unless I jumped.
Those aside, this is a really strong entry. The slow motion effect while doing different moves was great. You have a strong talent for designing interesting and fun games. :bow: