Mage Game by droo shayne
You are a mage that has been cursed by a nasty spell. You are now stuck in a loop of actions - Jump and Shoot.
Traverse the caverns with this affliction and escape the loop!
Programming by Andrew Leal
Music/sound effects by Collin Leal
Art by Lauren Addington Leal
Changes made after submission:
- Fixed spawning so it wouldn't spawn the player in a wall
10/9/2020 - Fixed level 2: Edited level such that upper area is no longer skippable. - Fixed crate collision behavior: crates no longer push through walls. - Misc. fixes: Made player shorter so they don't bump their head in-between tiles, increased jump height slightly.
| Youtube | https://droo-shayne.itch.io/ludum-dare-47-mage-game |
| Original URL | https://ldjam.com/events/ludum-dare/47/mage-game |
Ratings
| Overall | 593th | 3.639⭐ | 38🧑⚖️ |
| Fun | 1026th | 3.153⭐ | 38🧑⚖️ |
| Innovation | 187th | 3.931⭐ | 38🧑⚖️ |
| Theme | 246th | 4.097⭐ | 38🧑⚖️ |
| Graphics | 196th | 4.257⭐ | 39🧑⚖️ |
| Audio | 445th | 3.583⭐ | 38🧑⚖️ |
| Mood | 548th | 3.629⭐ | 37🧑⚖️ |
| Given | 24🗳️ | 15🗨️ |
The input feels too punishing sometimes.
Thank you!!
the idea has plenty of potential, if perhaps each level had a different loop of actions there's a tonne of potential for puzzle design, overall nice work!
I feel like the jumping could have been a bit higher to make it easier.
Very cute art and unique concept, though. The music is light and fun as well!
Friendly criticism: I got pretty frustrated by the level design when I fell in a hole and had to start over, I gave up. I struggled and became frustrated with the cool-down mechanics. When I would know what to do, and try to execute, expecting to be able to jump or fireball but it being locked out and on cool down was pretty awkward and I wonder if that restriction needs to exist; maybe not so long? maybe the completing the loop should reset the cooldowns?
The jump required here combined with hitbox and sprite mismatch added up to feel quite unfair.

This problem happens again later in the stage with a death pit below it, which is where I quit.
The designer in me wondered what this would look like

A HUD like this would keep our eyes focused closer to the character, rather than needing to see my available move all the way up in the corner of the screen. Something to consider. The drawback being that it also looks a little cluttered.
As a level designer I feel like a great twist would be a scenario where there's something you can't hit with a fireball. Of course, that means the player could launch a fireball away from that thing. Which is why you either place the object on both sides of the player,
or, give the player a spell that launches fireballs on both sides every time.
It got my brain working on ways you could expand on the concept with new levels, which is great.